Re: multi camera projections
| Date : Wed, 28 Feb 2007 16:53:34 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: multi camera projections |
Hi Rob,
I don´t fully get it. It is true, I have one of the objects with projection and add more it kinda works, they all get the color but how would I create or link a camera projection directly onto a partition initially?
What I´m getting looks wrong and differs from manually linking new objects (in that partition) to the projection cameras?
Here´s the scene - if that´d help:
http://www.hafenlola.com/downloads/MultiCamProjection01.zip
Cheers
tim
----- Original Message ----- From: "Robert Moodie" <rmoodie(at)buzzimage.com>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, February 28, 2007 4:34 PM
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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- From: "Robert Moodie" <rmoodie(at)buzzimage.com>
- RE: multi camera projections
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