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  • frontal projection script

    I downloaded the script from michas toolbar, and I suppose the camera mapping tool works. Because something happens. But I have no idea how it works, or in what steps I have to do this. I want to render a product in an office, where I have a photo from. How should I do this, can anybody help. Thanks,

    Patrick

  • #2
    Re: frontal projection script

    I add a short description at the first post of the original thread:

    http://forum.asgvis.com/index.php?topic=2013.0
    www.simulacrum.de - visualization for designer and architects

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    • #3
      Re: frontal projection script

      thank you Micha, I found it, I missed it before. I am gonna try it.

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      • #4
        Re: frontal projection script

        It's almost working, but something weird happens, when I converted the soft floor to a mesh and apply the texture and after press the frontal camera script, I get a very weird jaggy texture. See the picture.

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        • #5
          Re: frontal projection script

          nobody knows what the problem is here???

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          • #6
            Re: frontal projection script

            I'm having trouble with the same issue as well. When I run the TextureMapScreenSpace command, my result is unpredictable. Depending on where the camera is facing, the texture looks ok, or randomly wavy, just like Phart's example from above.

            Is there a specific mapping type I should be using? I'm not quite sure if I built the soft background slope correctly neither.

            Is there a better way to locate the model onto the backplate, much like in Bunkspeed's Hypershot?

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            • #7
              Re: frontal projection script

              The artefacts are caused by a to raw background mesh. The disadvantage of this method is, that the mesh determinate the background quality. For meshing the background surface to a mesh try to use the "max edge length" option. I hope camera mapping will part of the next VfR release.



              Step-by-Step:

              * create soft ground surface
              * convert it to a mesh
              * go to the perspective view and set the background image at the view port (object properties of the viewport) properties - this step is not needed for rendering, only for easier alignment
              * turn the view and adjust the lens lenght so that object and photo match
              * place the background mesh as ground and background for that view
              * asign the photo texture to the mesh
              * use the mappping script (perspective viewport must be active)

              The simple hypershot workflow with a 360° high res HDRI is also possible (some of my gallery image based on complete 360° environments), but this should be implemented at plugin level. The basic function, the environment mapping of Vray, is ready-to-use.
              www.simulacrum.de - visualization for designer and architects

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              • #8
                Re: frontal projection script

                Thanks Micha, for the great explenation. It works now, great!

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                • #9
                  Re: frontal projection script

                  Micha,

                  Thank you very much for the quick response and the detail write up. I was able to fix the wavy texture issue by increasin the max edge number as suggested.

                  I do agree that the process should be more streamlined in the next release.

                  Thanks again,

                  Matt

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                  • #10
                    Re: frontal projection script

                    Hi,

                    I have tried to follow the steps and create a background for a ship, but it doesn't work unfortunatly.

                    Is it possible that someone shares his soft ground so I can try? Because I am wondering if mine is not correct.

                    Also doe I have to scale my viewport to my picture dimensions? And I just use the explicit map channel at the map options?

                    Thanks in advance!

                    Martin

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                    • #11
                      Re: frontal projection script

                      Important, you must create a mesh from the NURBS. The tool changes UV of meshes only. Also the perspective viewport must be active during you run the tool. Best the viewport is in the ratio of the image, so that mapped image isn't stretched. You don't need to touch the mapping channel, the default 1 is ok.

                      Here a typical soft background:
                      http://www.simulacrum.de/download/SoftBackground.3dm
                      www.simulacrum.de - visualization for designer and architects

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                      • #12
                        Re: frontal projection script

                        Hi Micha,

                        Thanks a lot for the file and the advise! And the fast response off course

                        I am going to try it right away!

                        Martin

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                        • #13
                          Re: frontal projection script

                          Hi,

                          The projection script works, but there is still one problem left. When I add a light to the scene the background becomes to bright. Even when I make the light multiplier really low.

                          Also when the light has is focus on one part of the ship the background shows the boundaries of the light.

                          Can someone tell me how to fix this problem?

                          Thanks in advance!

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                          • #14
                            Re: frontal projection script

                            Please, place here a simple video how to use this projection script . It would be very useful for me and I think many users :'(

                            thanks in advance

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                            • #15
                              Re: frontal projection script

                              Here is the video. Can't embed it but here is the link.

                              Fotomontaje en V-Ray para Rhino
                              www.leobonilla.com

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