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View Full Version : "Truly sticky" Sticky Front Projection?


Triple G
08-24-2004, 05:53 AM
I've been trying to figure out a way to do the following, and short of painting in the frames by hand, I've been coming up empty.

What I want to do is similar to this: Say you have an image of a landscape, with some pronounced hills. I want to fly an object into the scene and have it cast realistic shadows. Ok, no problem...front projection mapping, throw some shadow-catching geometry in...that much works fine. However...here comes the catch that's got me puzzled: Say I need to have one of those hills deform....like maybe a giant boulder comes flying along and makes a huge dent in the side of one of them. I can't seem to figure out how to get the texture to stick on the deformed geometry. Sticky front projection only stays sticky if you move the camera...if you move or deform the object at all, the texture just slides right through it (or rather the object slides through the texture). I thought maybe surface baker would work, but no luck there...it just output a black frame.

Anyone have any ideas how I could make something like this work?

gerardo
08-24-2004, 07:19 AM
Try this:
Deforms your geometry using your favorite technique; then save a sequence of objects for each frame of your animation (in which your object is deformed), I think you can use: Save Morph (http://www.flay.com/plugs/downloads/f_savemorphseries.zip) Series or maybe Save Transformed Sequence (http://www.interialabs.de/lw/lscript/) (sorry I havenīt tested it yet).
Then load them as an Object Sequence (all with the same surface). Since they are different objects with the same mapped sequence, I suppose (hope) Front Proyection stays stiky.

Good luck,



Gerardo

pixelranger
08-24-2004, 07:27 AM
I've done this before and then surface baker worked fine. Have you made sure the landscape has got a UV map to bake to?

Triple G
08-24-2004, 07:44 AM
I've done this before and then surface baker worked fine. Have you made sure the landscape has got a UV map to bake to?

Wow....that's weird. Now all of a sudden it works. I did make sure to have a UV map already made for the object in modeler, so that wasn't the problem. Apparently what I did wrong was that I had "bake diffuse" turned on, and since in my surface properties I had Diffuse set to 0% (with Luminosity at 100), Surface Baker interpreted these settings as pure black. By leaving only "Bake Color" turned on, I ran it again and now it works perfectly. Awesome....thanks so much, guys....sometimes the answers are right there in front of your face and it just takes someone else to say "hey....wake up, stupid...." :D

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