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Camera projection broken in V4?

Camera projection broken in V4?

2004-06-16       - By Morten Bartholdy

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

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

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<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>&nbsp;</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>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>- Morten</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</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&nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; <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
   &amp; Visual Effects Supervisor<BR>Colorshop
   VFX<BR>Denmark</FONT></DEFANGED_DIV></P><DEFANGED_DIV></DEFANGED_DIV><
/BLOCKQUOTE></BLOCKQUOTE></BODY></HTML>