Maybe if you constrain point lights to the cameras doing projections,
then use a surface/lights (lightlist) incidence node as mattes for each
projection, picking the appropriate light for each. Then, if you
activate illuminance in your incidence nodes and activate your light
shadows, with a 0 factor, you should get the effect you're looking for.
Maybe there are simpler ways to do this, but this struck me as a
possible solution.
Tim Leydecker wrote:
Hi there,
I know this has come up before but I can´t find it in the archives...
I´m looking for the best way to mix multiple camera projections
and successively baking them into textures without destroying the
results of the previous projections, either by limiting the effect to
"facing" geometry or by painting an additional holdout matte for
areas that shouldn´t be affected in re-baking.
Obviously a workflow inspired by anime/cell/matte painting.
Great examples (some even used XSI) would be in the Animatrix
and Final Fantasy (3d) films, it´s that what I after, technically at
least...
Cheers
tim
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