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View Full Version : Q on Camera Projected UVs


Dromond
10-07-2004, 12:25 AM
After some searching I'm still unable to figure this one out. I'm working on a project creating scene composed of various matte paintings. The components are broken up and projected through the camera on different pieces of geometry. I have tried making a simple surface shader and using projection nodes. This accurately projects the image (i.e. exactly as it is seen from the camera,) but renders slowly and is subject to the placement of the camera from frame to frame. For some other reasons as well, I need to use UVs.

"Create UV's Based on Camera" would seem to be my solution. This command creates UVs based on camera projection. However, it scales down the UVs to fit inside the camera's view, rather than accurately projecting from the camera. I cannot find any way to turn off this scaling. The scaling results in the various mattes being located incorrectly in the scene.

Some screenshots to illustrate:

http://img22.exs.cx/img22/5334/screenshot01.th.jpg (http://img22.exs.cx/my.php?loc=img22&image=screenshot01.jpg)

http://img22.exs.cx/img22/7899/screenshot02.th.jpg (http://img22.exs.cx/my.php?loc=img22&image=screenshot02.jpg)

failure
10-07-2004, 03:32 AM
Err... It projected it exactly as it should.

Dromond
10-07-2004, 04:09 AM
I guess I should restate. I'm looking for a way to project it as I suggest. I understand how/why it resizes to fit everything in the 0->1 space.

failure
10-07-2004, 04:20 AM
You could use planar mapping instead. Gives you more control.

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