I was testing with the blochi scene http://www.blochi.com/gfx/hdri/
I got pretty good results:
Only the table top is modeled and I assigned a material to it with the backdrop image of the room used as texture in the diffuse slot, environment mapping - screen. I tried with a matte material too (vraymtlwrapper), but then in reflections and refractions you see the material that's inside the mtlwrapper.
Then I saw this:
http://hdri.cgtechniques.com/~blochi/show.php?id=337
with this anim:
http://www.le-pob.pwp.blueyonder.co....maptest001.avi
This is great! He used LW, with this tutorial:
http://www.newtek.com/products/light...a_mapping.html
I tried the same thing, but in max. Now here's my problem! I can set up everything, and render a still image, but I can't pan or rotate the cam as in the tutorial.
Here's a short part out of the tut:
"The basic set up is now finished. Let’s review what is going on before we move forward. The camera and objects were set up to roughly match the original photograph. Employing Front Projection Mapping we can now see in Open GL that our 3D geometry blends very nicely with the projected image. By using “Fixed Projection” the texture is going to always be projected from where the camera is at Frame zero. This means that if we go to a later frame in the scene and move the Camera we will see the illusion of 3D space."
I have no clue how to achieve this in max...
I have a second problem! With this scene, which is quite similar to the table/room scene, I cannot put any reflective materials in it, or they show up like this:
In fact this scene uses exactly the same approach as the table one, I applied materials in the same way, but here it doesn't work, while I have no problems with reflective materials in the table scene.
see here:
Any suggestions?
I hope someone read this post untill the end
I just started playing around with this photo+3d stuff, so maybe I'm missing some important basics here?
maybe somebody can give me a general approach on how to blend 3d objects into an existing real life pic. I'm totally confused about the matte properties in the vraymtlwrapper, screen mapping, and there's another thing where you can mask out 3d objects so they look like they're partially behind for example a building or a hill (don't remember it's name...)
Phew my explanation is as chaotic as my mind right now, I need some clear simple explanations now
Thanks for any help!
regards,
flipside
I got pretty good results:
Only the table top is modeled and I assigned a material to it with the backdrop image of the room used as texture in the diffuse slot, environment mapping - screen. I tried with a matte material too (vraymtlwrapper), but then in reflections and refractions you see the material that's inside the mtlwrapper.
Then I saw this:
http://hdri.cgtechniques.com/~blochi/show.php?id=337
with this anim:
http://www.le-pob.pwp.blueyonder.co....maptest001.avi
This is great! He used LW, with this tutorial:
http://www.newtek.com/products/light...a_mapping.html
I tried the same thing, but in max. Now here's my problem! I can set up everything, and render a still image, but I can't pan or rotate the cam as in the tutorial.
Here's a short part out of the tut:
"The basic set up is now finished. Let’s review what is going on before we move forward. The camera and objects were set up to roughly match the original photograph. Employing Front Projection Mapping we can now see in Open GL that our 3D geometry blends very nicely with the projected image. By using “Fixed Projection” the texture is going to always be projected from where the camera is at Frame zero. This means that if we go to a later frame in the scene and move the Camera we will see the illusion of 3D space."
I have no clue how to achieve this in max...
I have a second problem! With this scene, which is quite similar to the table/room scene, I cannot put any reflective materials in it, or they show up like this:
In fact this scene uses exactly the same approach as the table one, I applied materials in the same way, but here it doesn't work, while I have no problems with reflective materials in the table scene.
see here:
Any suggestions?
I hope someone read this post untill the end
I just started playing around with this photo+3d stuff, so maybe I'm missing some important basics here?
maybe somebody can give me a general approach on how to blend 3d objects into an existing real life pic. I'm totally confused about the matte properties in the vraymtlwrapper, screen mapping, and there's another thing where you can mask out 3d objects so they look like they're partially behind for example a building or a hill (don't remember it's name...)
Phew my explanation is as chaotic as my mind right now, I need some clear simple explanations now
Thanks for any help!
regards,
flipside
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