  | | | Camera projection broken in V4? | Camera projection broken in V4? 2004-06-16 - By Morten Bartholdy
Back Well I can drag it to the top of the Texture_Coordinates_AUTO or one of the other Cluster groups but it doesn't really fix the problem. I modeled, textured and enveloped this box in 3.51 and I am now rendering in 4.0 where I have created the different passes and run in to this problem.
Interesting about the comparison you made though. I guess I will have to try out a simpler setup and see how that works.
- Morten
-- -- Original Message -- -- From: Francois Lord To: XSI@(protected) Sent: Tuesday, June 15, 2004 4:19 PM Subject: Re: Camera projection broken in V4?
Hi Morten, Something did change with camera projections in v4 but it shouldn't give you any problems. What has changed is that when you apply it on a lowrez flat grid (XZ) in perspective, the explicit projection is no longer distorted.
Simple setup. in v3.51 in v4.0
That being said, editing the UVs in the texture editor shouldn't be any different, but under the hood, the way UVs are processed is different. Of course, these changes only work when rendering, OGL texture display doesn't show the projection accurately.
The image you sent looks like a projection that has been applied before some modeling was done on the object. If you move the texture operator to the top of the object's stack, does it do any good?
-- Flord
Morten Bartholdy wrote: Doing a cam projection motion blur pass, I have trouble getting camera projection working properly. Textured hw view shows distorted projection and it renders wrong too - I've done it often in previous versions so the procedure is well known to me.
Anybody know if its broken? - Or if something has changed radically in V4 with camera projections?
Best Regards
Morten Bartholdy 3D Animator & Visual Effects Supervisor Colorshop VFX Denmark
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD><TITLE></TITLE> <META http-equiv=Content-Type content=text/html;charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1> <META content="MSHTML 6.00.2800.1400" name=GENERATOR> <STYLE></STYLE> </HEAD> <BODY text=#000000 bgColor=#cccccc> <DIV><FONT face=Arial size=2>Well I can drag it to the top of the Texture_Coordinates_AUTO or one of the other Cluster groups but it doesn't really fix the problem. I modeled, textured and enveloped this box in 3.51 and I am now rendering in 4.0 where I have created the different passes and run in to this problem.</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>Interesting about the comparison you made though. I guess I will have to try out a simpler setup and see how that works.</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>- Morten</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <BLOCKQUOTE dir=ltr style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px"> <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV> <DIV style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B> <A title=flord@(protected) href="mailto:flord@(protected)">Francois Lord</A> </DIV> <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected) href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV> <DIV style="FONT: 10pt arial"><B>Sent:</B> Tuesday, June 15, 2004 4:19 PM</DIV> <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: Camera projection broken in V4?</DIV> <DIV><BR></DIV>Hi Morten,<BR>Something did change with camera projections in v4 but it shouldn't give you any problems. What has changed is that when you apply it on a lowrez flat grid (XZ) in perspective, the explicit projection is no longer distorted. <BR><BR><IMG height=192 alt=CamProj_Setup src="http://www.buzzimage.com/%7Eflord/XSI/CamProj_setup.jpg" width=256 moz-do-not-send="true"> Simple setup.<BR><IMG height=248 alt=CamProj_351 src="http://www.buzzimage.com/%7Eflord/XSI/CamProj_351.jpg" width=330 moz-do-not-send="true"> in v3.51 <IMG height=248 alt=camproj_40 src="http://www.buzzimage.com/%7Eflord/XSI/CamProj_400.jpg" width=329 moz-do-not-send="true"> in v4.0<BR><BR>That being said, editing the UVs in the texture editor shouldn't be any different, but under the hood, the way UVs are processed is different. Of course, these changes only work when rendering, OGL texture display doesn't show the projection accurately.<BR><BR>The image you sent looks like a projection that has been applied before some modeling was done on the object. If you move the texture operator to the top of the object's stack, does it do any good?<BR><BR>--<BR>Flord<BR><BR><BR><BR>Morten Bartholdy wrote: <BLOCKQUOTE cite=mid000a01c45293$8429ab50$0300000a@(protected) type="cite"> <META content="MSHTML 6.00.2800.1400" name=GENERATOR><DEFANGED_STYLE_0 =""></DEFANGED_STYLE_0> <P><DEFANGED_DIV><FONT face=Arial size=2>Doing a cam projection motion blur pass, I have trouble getting camera projection working properly. Textured hw view shows distorted projection and it renders wrong too - I've done it often in previous versions so the procedure is well known to me.</FONT></DEFANGED_DIV></P><DEFANGED_DIV></DEFANGED_DIV> <P><DEFANGED_DIV></DEFANGED_DIV></P><DEFANGED_DIV></DEFANGED_DIV> <P><DEFANGED_DIV><FONT face=Arial size=2>Anybody know if its broken? - Or if something has changed radically in V4 with camera projections?</FONT></DEFANGED_DIV></P><DEFANGED_DIV></DEFANGED_DIV> <P><DEFANGED_DIV></DEFANGED_DIV></P><DEFANGED_DIV></DEFANGED_DIV> <P><DEFANGED_DIV></DEFANGED_DIV></P><DEFANGED_DIV></DEFANGED_DIV> <P><DEFANGED_DIV><FONT face=Arial size=2>Best Regards</FONT></DEFANGED_DIV></P><DEFANGED_DIV></DEFANGED_DIV> <P><DEFANGED_DIV></DEFANGED_DIV></P><DEFANGED_DIV></DEFANGED_DIV> <P><DEFANGED_DIV><FONT face=Arial size=2>Morten Bartholdy<BR>3D Animator & Visual Effects Supervisor<BR>Colorshop VFX<BR>Denmark</FONT></DEFANGED_DIV></P><DEFANGED_DIV></DEFANGED_DIV>< /BLOCKQUOTE></BLOCKQUOTE></BODY></HTML>
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