RE: multi camera projections

Date : Wed, 28 Feb 2007 10:34:15 -0500
To : <XSI(at)Softimage.COM>
From : "Robert Moodie" <rmoodie(at)buzzimage.com>
Subject : RE: multi camera projections
 Not with you there - if you apply a material (branch) to a partition and use a camera projection all objects in the partition will use it.




> -----Original Message-----
> From: Tim Leydecker [mailto:BauerOink(at)gmx.de] 
> Sent: Wednesday, February 28, 2007 10:24 AM
> To: XSI(at)Softimage.COM
> 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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