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Camera projection broken in V4?

Camera projection broken in V4?

2004-06-16       - By Robert Moodie

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

Just to add to what Francois said; if you put the mouse over the camera
projection op you'll see a tooltip that tells where the op is reading from. To
have it read after deformations drag it onto the topmost op in the construction
history/stack.

All should be good...




 -- -- Original Message -- --
 From: Francois Lord
 To: XSI@(protected)
 Sent: Tuesday, June 15, 2004 10:19 AM
 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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<BODY bgColor=#cccccc text=#000000>
<DIV><FONT face=Arial size=2>Just to add to what Francois said; if you put the
mouse over the camera projection op you'll see a tooltip that tells where the
op
is reading from. To have it read after deformations drag it onto the topmost op
in the construction history/stack.</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>All should be good...</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<BLOCKQUOTE
style="BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px;
PADDING-LEFT: 5px; PADDING-RIGHT: 0px">
 <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV>
 <DIV
 style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
 <A href="mailto:flord@(protected)" title=flord@(protected)>Francois
 Lord</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>To:</B> <A href="mailto:XSI@(protected)"
 title=XSI@(protected)>XSI@(protected)</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>Sent:</B> Tuesday, June 15, 2004 10:19
 AM</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 alt=CamProj_Setup height=192
 src="http://www.buzzimage.com/%7Eflord/XSI/CamProj_setup.jpg" width=256
 moz-do-not-send="true"> Simple setup.<BR><IMG alt=CamProj_351 height=248
 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
 alt=camproj_40 height=248
 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 type="cite" cite="mid000a01c45293$8429ab50$0300000a@(protected)">
   <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>&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></BLOCKQUOTE></BODY></HTML>