What I tell myself everyday.

To all the people watching, I can never ever thank you enough for the kindness to me, I'll think about it for the rest of my life. All I ask is one thing, and this is.. I'm asking this particularily of young people that watch: Please do not be cynical. I hate cynicism - for the record it's my least favorite quality, it doesn't lead anywhere. Nobody in life gets exactly what they thought they were going to get. But if you work really hard and you're kind, amazing things will happen. I'm telling you, amazing things will happen." - Conan 'O'Brien

January 31, 2009

Camera Projection tutorials online

simple but good camera tutorial.



general camera projection notes from DannyGuertsen.

1.) make sure maya to Motr is loaded in preferences

2.) select camera

3.) duplicate and rename to renderCam

4.) select camera -> attribute editor -> display film gate (this is based on camera aperture)

5.) lock it.

6.) Render the scene.

7.) Paint on it (Twice the res, uncompressed)

8.) Hypershade -> Create lambert -> map the texture to incadescence -> zero out all the values.

9.) Go to the render node -> 2D textures -> as projection -> filein Node -> load the painted map.

10.) Projection Node -> attribute editor -> projection type -> prespective -> camera projection, link to camera you want .

11.) Projection Node ->Effects -> filter 0.1 (important)

12.) FileinNode -> Effects -> Filter 0.1 (important)

Baking Projection on to Object UV

1.) select objects you want to bake. Rendering -> Lighting/Shading -> AssigntextureBakeSet-> Attribute Editor -> texture bake set 1 -> Color Mode -> Light&Color

2.) filename Prefix -> blahblah (important to name it)

3.) x-res, y-res up to you. Fill texture seams -> 2-6

4.) Create a directional light and set to 0. This switches the default light off. ( so that the bake will be pure color)

5.) Select the objects + the shader with the projection.

6.) When both are selected, under Lighting/Shader -> Batch bake (mentalRay)

7.) Make sure camera is set to right one and convert and close.

Live projection (no baking)
From 1 camera angle, you can duplicate it and use it from another camera angle. This way you can have a 2nd live projection. By combining these 2 projections via a layered shader, you can have more flexibility.

Then you can use lighting in the scene.

No comments:

Post a Comment