Re: multi camera projections

Date : Wed, 28 Feb 2007 16:24:00 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: multi camera projections
I could use some help. The shader works but when trying
to rebuild it to directly work on a partition, I´m getting stuck
with the Texture Generator missing the option to specify a
camera as it´s basis and the partition refusing to accept a camera
projection as well. This means I would have to manually link
each newly created objects to all the existing Camera projections.

Kind of tedious. I´d use planar projections instead but one
can´t "render through" them to get an image useable as a
base for the holdout image and projected color image.

I fiddled with a lightmap, used as a colorsampler but
unfortunately (ahem, logically) this isn´t based on the
facing polygons of the texture projection used as a
calculation base but also contains the one facing away.
Resulting in more and more overlays depending on the
amount of geometry "X-ray´ed" with that projection.

Any ideas?

Cheers

tim


----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, February 28, 2007 1:14 PM
Subject: Re: multi camera projections



So,

here´s a basic setup, pretty much following Antonin´s idea.

http://www.hafenlola.com/downloads/ley_Antonin_MultiCamProjection.zip

Effective area of each camera´s projection can be affected
by playing with their respective Incidence>scalar bias&gain.

It´s also likely a good start to try out each mixer seperately,
then paint an imagefile texture for first Camera and use the
other projections to sucessfully fill in/touch up details, using
whatever splotch of matte fits those areas as a replacement
or input for the respective incidence nodes.

I´m sure there´s an easier way but it´s a start.

One problem is to get rid of the projections and mattes still
appearing on the backside (facing way that camera) sometimes,
which the gain&bias attributes don´t handle well but which can
be eliminated by using 90° in the incidence node and fiddling knobs.

It´s o.k. sofar but I´d welcome a more elegant network...

Cheers

tim



----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, February 28, 2007 8:45 AM
Subject: Re: multi camera projections



New dawn, new day, fresh ideas. Bad breath with a funny taste, tho...
SoI´m trying to come up with something easy to (p)reset and digest.

Is there a way to have something like a "Texture reference object"?
That´s a Maya term, describing the link of a static object used for
projecting textures and UV coordinates and having those magically
appear on the deforming mesh - without having to explicitely transfer.

As an extra asset, would XSI´s hierarchical editing mode, e.g. the
modeling construction, shape, animation and secondary shape mode
allow to have a system that takes the position of an object at the
current time into account? Frame 1, projecting through camera 1
and blending the result with a projection on frame 10 through
camera 10, even thought there´s deformation or movement?

The advantage would be, simply, you have a turntable starting
at frame 1 with the basic pose and the character is moving it´s
arms so you can add "makeup" under his armpits at frame 10.
Like using the deformation test to splotch on colors that fit it.

As I said, that´d be an extra asset - most likely using wheightmaps?

First, I´d like to get the mattepainting workflow nailed (ahem, copied).
Here´s an article that has another nice implementation or usage described:

A-mazing, CafeFX using XSI, the bit about "crazy legs" on page 2:
http://features.cgsociety.org/story_custom.php?story_id=3940&page=2

Cheers

tim








----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, February 27, 2007 10:18 PM
Subject: Re: multi camera projections



Hi guys,

thanks for the suggestions. Peter´s workflow is similar to what
I´d do with ZBrush/ZAppLink to Photoshop, it´s just that this
time there´s loads of objects, instances and no good UVsets.

Coming to think of it, I guess what I really am after is a way
to keep the projections "alive", blend them using the painted
holdout mattes and only rendermap if absolutely neccessary,
saving on having to unwrap all those many little bits and pieces.

Stupid enough, I´m sure I had an appropriate shading network
preset for this fiddled together allready but I can´t find it anymore.

Must be on backup somewhere, the entire process was inspired
by Jeremy Pronk´s Projection shader www.thereisnoluck.com

It´s most likely that mine was not that elaborate, thought.
Oh, I don´t know. Maybe I´ll just take a brake for today...

Cheers

tim




----- Original Message ----- From: "peter boeykens" <peter_b(at)skynet.be>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, February 27, 2007 9:56 PM
Subject: Re: multi camera projections




the workflow I used in the past was to create a good UV projection for the object.
and one camera projection per photo.
rendermap each photo to the uv projection,
layer them in photoshop and paint the blending there.
it required some back and forth between photoshop and XSI while painting, but it wasnt too bad.


you could paint a vertex map or weightmap for the blending of each cameraprojection in XSI, rendermap them too, and bring them into photoshop, in order not to have too much trial and error while painting...







----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, February 27, 2007 8:27 PM
Subject: multi camera projections



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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