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Rendering textures for a forced perspective real life stage

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  • Rendering textures for a forced perspective real life stage

    as a primer:

    http://www.youtube.com/watch?v=Q45diWsVbHY

    I want to render the maps needed to make such a room, the problem seemed trivial at first but when you start grinding at the nitty gritty details it gets more difficult.

    Basically what is needed is the ability to get a full texture bake of a UV mapped surface as it seen from another camera. So you have a fixed viewpoint and you want the pixels of the baked texture to look like as if they where seen from that camera. You can cheat it in an incredibly crude manner by using camera mapping but you lose a lot of quality by doing so.

    Anybody else thought about this, got a solution? Its a pretty nice mind twister...

    Edit: I found out that a brilliant way of doing it if you only want to do it on a simple plane (like the street artists do) you can just use a FFD on the camera and drag the endpoints to the corners of your "workarea" and then use the remaining points to "drag" the camera back to its initial position, you get perfect mapping in one render it seems like. And you can probably just make one FFD deformation for each wall in the room, not too much work though. Would be nice to be able to do it for curved surfaces as well though, that would be most impressive...
    Last edited by nagboy; 05-06-2010, 10:44 AM.
    Eivind Nag

  • #2
    Can you not use the "Camera Map Per Pixel" texture?

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      That's what i was thinking!
      -----Dwayne D. Ellis-----

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      • #4
        Bake to texture has the option of using a projection modifier......Such as camera mapping - instead of a standard unwrap

        Cheers

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