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Camera Mapping Per Pixel

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  • Camera Mapping Per Pixel

    HI

    Try to cheat render an interior animation to get a little movement out of it.

    The scenes got quite a bit of fore ground detail which is quite close to the camera.

    I've rendered from a static camera my large still about 4000x3000, then applied to all the geometry a camera map modifier.

    Then selected a standard material and put in the image rendered turned up self illumination to 100% and rendered.

    As I move forwards It seems to duplicate the geometry. I think I'm following the right procedure, if anyone can shed light onto anything I could be doing wrong

    Also is it possible to project from 2 cameras?

    Thanks

  • #2
    Maybe you are seeing rendered foreground objects being projected to the area they previously occluded?
    You could try to use the shade map feature.
    www.hofer-krol.de
    Visualization | Animation | Compositing

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    • #3
      from memory - the camera map (world space modifier) will update as the camera moves, so your camera mapping will slide about as the camera moves, whereas the normal camera mapping modifier will bake in the mapping. or it could be the other way round..

      you can project from multiple cameras, one at a time, to selected faces. would be a bit wierd to project one piece of geometry from 2 cameras!

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      • #4
        Yep - have you got two cameras in your scene? You need to have one static camera which does the projection, and this camera is the same as the angle as the still was rendered from. Name this one camera_static or similar so you know which one is being used, it'll be the one referenced by the camera map modifier or the camera map per pixel map type. Then you have a second camera, the one that's being rendered from and this is the camera with the move on it - name this camera_move or camera_render. You can definitely project from multiple cameras too as if you intend to do a large camera move, there'll likely be parts of the model that weren't seen in the original render. Generally you paint some very crewd blend maps at the lines where the two maps will overlap and then use a blend map to later them together.

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        • #5
          Only have one camera, wasnt using the camera map (world space modifier) will give that a try now and see if that works.

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          • #6
            Yep so you need one static camera which will constantly be projecting your render of the environment from the same angle it was originally render from. This becomes 3dsmax's reference point for where you want the projection to come from, and then you can make a second camera that can be repositioned and animated. You'll find you can't go hugely off axis though with camera projection unless you've got a really simple environment. The trick falls apart very easily.

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