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Camera projection broken in V4?

Camera projection broken in V4?

2004-06-16       - By Francois Lord

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

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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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 moz-do-not-send="true" height="192" width="256" alt="CamProj_Setup"
src="http://www.buzzimage.com/%7Eflord/XSI/CamProj_setup.jpg"> Simple
setup.<br>
<img moz-do-not-send="true" height="248" width="330" alt="CamProj_351"
src="http://www.buzzimage.com/%7Eflord/XSI/CamProj_351.jpg"> in
v3.51&nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; <img moz-do-not-send="true" height=
"248" width="329"
alt="camproj_40"
src="http://www.buzzimage.com/%7Eflord/XSI/CamProj_400.jpg"> 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)"
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 <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>&nbsp;</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>&nbsp;</DEFANGED_DIV></p>
 <DEFANGED_DIV></DEFANGED_DIV>
 <p><DEFANGED_DIV>&nbsp;</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>&nbsp;</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>
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