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Subject: Camera mapping


stonemason ( ) posted Wed, 08 February 2006 at 11:42 PM · edited Wed, 11 March 2026 at 6:31 PM

Attached Link: http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CityScape01.mov

file_325420.jpg

not sure if anyones interested in this but camera mapping is an awesome way of adding detail into your shots,with no uv mapping required :) if you know what the camera move is going to be then you can project textures accordingly & save yourself alot of time not having to uv & texture parts that are never seen.

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CityScape01.mov
15 mb quicktime
& here's a breakdown for that shot,showing the seperate elements that each had there own camera projected map(with the excpetion of the traffic which uses regular textures & the backdrop which is painted)
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CityScape01Breakdown.mov 2mb

Message edited on: 02/08/2006 23:45

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stonemason ( ) posted Wed, 08 February 2006 at 11:43 PM · edited Wed, 08 February 2006 at 11:45 PM

here's a tutorial for C4d :
http://www.3dfluff.com/cameramapping/cameramappingtut.htm

& one for 3dsmax:
http://download.autodesk.com/media/MNE/qt/perpixel_camera_map_300k.mov

& lots more info here
www.mattepainting.org

Message edited on: 02/08/2006 23:45

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nemirc ( ) posted Thu, 09 February 2006 at 12:04 AM

downloading

nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/


maxxxmodelz ( ) posted Thu, 09 February 2006 at 12:20 AM

Great stuff. Excellent time-saver!


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


nemirc ( ) posted Thu, 09 February 2006 at 12:27 AM

So you are saying that bulding and the rest of the buildings have no uvs at all?

nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/


stonemason ( ) posted Thu, 09 February 2006 at 2:06 AM

none at all ,the traffic was already uv'd & textured as normal so I left that as is,nothing else was uv'd the 'textures' you can see are applied to the render itself..then that render (with all the postwork you can muster) is projected back onto the geometrie,so your texturing using the render & the camera. The final render doesnt require any fancy lighting at all,not even shadows as they have been baked into the first render/texture the same method is used in alot of films..I know all the shots of curscant in ep3 use the same technique. it is very restrictive of camera movement though,if I were to rotate that camera slightly you'd see where the geometrie has no projection on it,but again if you know what the final shot is then your good to go :)

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nemirc ( ) posted Thu, 09 February 2006 at 8:50 AM

Mental note: learn more about camera projection

nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/


Bobasaur ( ) posted Thu, 09 February 2006 at 12:56 PM

Attached Link: http://www.newtek.com/products/lightwave/tutorials/rendering/camera_mapping/camera_mapping.html

In LightWave this is called "Front Projection Mapping." Here's a tutorial. Jist in case: http://www.newtek.com/products/lightwave/tutorials/rendering/camera_mapping/camera_mapping.html

Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/


Miss Nancy ( ) posted Thu, 09 February 2006 at 2:13 PM

sometimes a.k.a. "perspective mapping"? great for stills. they even have it in poser, although nobody has ever used it AFAIK.



stonemason ( ) posted Thu, 09 February 2006 at 7:38 PM

they have it in Poser..where? & how would you go about using it? I wasn't aware the camera could be used for projection

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maxxxmodelz ( ) posted Thu, 09 February 2006 at 7:49 PM · edited Thu, 09 February 2006 at 7:50 PM

"they have it in Poser...? I wasn't aware the camera could be used for projection"

I remember hearing something about this, but I don't think it's quite the same as what we can do with Camera Mapping in 3dsmax, Stefan. Although I could be wrong about that of course.

In the 3dsmax manual, camera mapping is described as follows:

"Camera mapping lets you create mapping coordinates aligned to a camera's view, so you can paste video onto objects regardless of their orientation. There are two versions of the Camera Map modifier. One is an object-space modifier (OSM), and the other is a world-space modifier (WSM).

The WSM modifier continually updates the mapping coordinates according to the camera's movement.

OSM is "sticky", because it doesn't update the coordinates to the camera movement. It lets you distort geometry from frame to frame."

I think, from what I've heard, Poser's version of projection mapping is basically only good for stills.

PLEASE correct me if I'm mistaken though, because there's certainly a huge difference there. :-)

Message edited on: 02/09/2006 19:50


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


stonemason ( ) posted Fri, 10 February 2006 at 2:08 AM

from the poser manual..not sure if it's the same thing though Create Perspective UVs buttonClicking the Create Perspective UVs button maps texture coordinates for a group. An example of using this command might be to map an imported background image of a face to a Poser group corresponding to the figures face. The faces texture coordinates would map to the image." or ": The XY option works like a slide projector in that the screen being projected onto is the XY plane whose size and position are determined using the U_Scale, V_Scale, U_Offset, and V_Offset parameters. Any surface not oriented with the selected viewing plane will distort the texture at render time." though neither of these sound like what 3dsmax and other renders are doing with camera mapping also..I didnt use any modifiers for it,it was all done in the material editor,I selected the camera map material,then there's a couple slots,one to pick your projection cam & another to create the diffuse material. this is the difference between per pixel camera mapping & just camera mapping from the 3dsmax manual: "The Camera Map Per Pixel lets you project a map from the direction of a particular camera. It is meant as an aid to 2D matte painting: you can render a scene, adjust the rendering using an image-editing application, then use this adjusted image as a matte that is projected back onto the 3D geometry. " PS:Max..we finally got power booleans last night,now max' booleans dont suck so much, :)

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maxxxmodelz ( ) posted Fri, 10 February 2006 at 2:35 AM

"PS:Max..we finally got power booleans last night,now max' booleans dont suck so much, :)" Excellent! :-D


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


dueyftw ( ) posted Fri, 10 February 2006 at 4:23 AM

In Poser I have used a primitive cone that was not parented to a camera. Then about every five frames match the movement of the Poser camera, then imported it into Vue. I haven't tried it in Carrara. It works for Fast spinning pan shots where a little inaccuracy is not noticed. This will allow you to render a background movie that will almost match the movement of a Poser camera. I have tried editing a Poser file so the camera are change to figures and will be imported into other apps but I can't figure it out. Dale


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