amaxwell
08-12-2005, 06:46 AM
Okies I had this idea..
Set up a person in a uniformly lit light studio with their chin on one of those Xray dentist things (keep your head still). Set up 6 cammeras
Front
45 degrees
90 degrees
135 degrees
Back
and Top
All with the same lense / exposure / distance to subject etc etc et
Then in max set up your typical virtual studio front and back planes with the previously mentioned photograph on them.
Model a head so that it matches perfectly to the virutal studio.
planar UV map your head with 6 different channels from.
Front -- UV channel 1
45 degrees -- UV channel 2
90 degrees -- UV channel 3
135 degrees -- UV channel 4
Back -- UV channel 5
and Top -- UV channel 6
..... and CYLINDRICAL -- UV channel 7
Now I would of thought the next bit easy, but Im having a nightmare setting it up
Create a material which projects each of the 6 above photos onto the model
... easier said than done.
Blend material is bloody useless for this.
I dont want to have to author alpha maps for blending, this should be simple enought to automate.
I tried using fall-off opacity in a composite additive texture..
However composite has a shite selection of ways of blending textures (additive, multiply, subtract) - Additive is not good enough, really you need to AVERAGE pixels or cos-squared normalise them.
Another limitation of fall-off is that you can only fall off as world / local axis... which limits you to like 4 texture projections.
Why cant you fall off related to the UV coordinate axis! stupid 3ds.
Im sure theres a way to do this.. Anyone got any Ideas?
Anyway, back to what I was trying to do. So theoretically you have your model set up with each of your photos projected onto the side of the model from which the picture was taken.
You then use a Render to texture from CYLINDRICAL coordinate 7 (or however you prefer to wrap a face) and viola!
Thanks,
Adam
Set up a person in a uniformly lit light studio with their chin on one of those Xray dentist things (keep your head still). Set up 6 cammeras
Front
45 degrees
90 degrees
135 degrees
Back
and Top
All with the same lense / exposure / distance to subject etc etc et
Then in max set up your typical virtual studio front and back planes with the previously mentioned photograph on them.
Model a head so that it matches perfectly to the virutal studio.
planar UV map your head with 6 different channels from.
Front -- UV channel 1
45 degrees -- UV channel 2
90 degrees -- UV channel 3
135 degrees -- UV channel 4
Back -- UV channel 5
and Top -- UV channel 6
..... and CYLINDRICAL -- UV channel 7
Now I would of thought the next bit easy, but Im having a nightmare setting it up
Create a material which projects each of the 6 above photos onto the model
... easier said than done.
Blend material is bloody useless for this.
I dont want to have to author alpha maps for blending, this should be simple enought to automate.
I tried using fall-off opacity in a composite additive texture..
However composite has a shite selection of ways of blending textures (additive, multiply, subtract) - Additive is not good enough, really you need to AVERAGE pixels or cos-squared normalise them.
Another limitation of fall-off is that you can only fall off as world / local axis... which limits you to like 4 texture projections.
Why cant you fall off related to the UV coordinate axis! stupid 3ds.
Im sure theres a way to do this.. Anyone got any Ideas?
Anyway, back to what I was trying to do. So theoretically you have your model set up with each of your photos projected onto the side of the model from which the picture was taken.
You then use a Render to texture from CYLINDRICAL coordinate 7 (or however you prefer to wrap a face) and viola!
Thanks,
Adam
