  | | | Camera projection broken in V4? | Camera projection broken in V4? 2004-06-16 - By Robert Moodie
Back 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
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD><TITLE></TITLE> <META content=text/html;charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1 http-equiv=Content-Type> <META content="MSHTML 5.00.3502.5390" name=GENERATOR> <STYLE></STYLE> </HEAD> <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> </DIV> <DIV><FONT face=Arial size=2>All should be good...</FONT></DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </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 <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> </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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