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 Post subject: frontal projection possibilities
PostPosted: Thu May 17, 2012 5:07 pm 
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Couple of frontal projection ideas

HDRI scene with reflections and bump:
Attachment:
reflections.png
reflections.png [ 533.55 KiB | Viewed 674 times ]

You project a rendered version of the background onto the plane, create a layer above the texture and add a mask which will stop the beach and wall being reflective, then add a reflections map and bump

Idea two multi layers to add Depth, a textured image in this case the mat id, and AO


Attachments:
depthandao.png
depthandao.png [ 767.96 KiB | Viewed 674 times ]

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 Post subject: Re: frontal projection possibilities
PostPosted: Thu May 17, 2012 7:59 pm 
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These new projection modes open new possibilites. I'm happy with it. :D
Until now, I did camera mapping in Blender, but doing it in Thea is even better for reflective, transparent objects, and hard shadows not possible with shadow catcher.
What is the difference between front, camera mapping and shrinkwrap modes ?

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 Post subject: Re: frontal projection possibilities
PostPosted: Fri May 18, 2012 7:33 am 
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George Drakakis seems to have camera projection sussed, I'm struggling with that one, I'm not sure about Shrink

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 Post subject: Re: frontal projection possibilities
PostPosted: Fri May 18, 2012 9:03 am 
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Front is used for the current view (whatever you are rendering) while Camera mapping is a projection based on an arbitrary (selected) camera. It is more or less the same like how projector light projects its texture to the scene.

Shrink wrapping is a special projection mode where the texture wraps a spherical-like object starting from its center put at the top of the sphere. Then wrapping around the object as if it were a sphere, this is why a disc area of the texture is used and the rest is thrown away. About from the bottom (south pole) everywhere else texture mapping is continuous.

greetings

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 Post subject: Re: frontal projection possibilities
PostPosted: Fri May 18, 2012 10:00 am 
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thanks team,, ok i understand all the way up to you project a renderd background onto another plane, i done that and added bump it works,
but ???
Quote:
create a layer above the texture and add a mask which will stop the beach and wall being reflective, then add a reflections map

i dont get this bit and do i need to do it, ?? i tried with a model toy car of 3d warehouse and a ginger bred house my kids made,
i dont get the bit about reflection,, :? :?
or am i just thick :wtf: oh did i say great work team, love it dont understand it but love it :clap: :thumbup:


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projection toy.PNG
projection toy.PNG [ 803.52 KiB | Viewed 553 times ]

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 Post subject: Re: frontal projection possibilities
PostPosted: Fri May 18, 2012 10:23 am 
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ok I understand,
thanks nigec, giannis.
:thumbup:

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 Post subject: Re: frontal projection possibilities
PostPosted: Fri May 18, 2012 10:26 am 
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No not really, with the bike picture I wanted to isolate the road, you can't really have the whole plane reflective as it won't blend, it reflects the hdri, its works better if you can isolate the shiny part.
I'll try and do an example to how I did the bike :)

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 Post subject: Re: frontal projection possibilities
PostPosted: Fri May 18, 2012 10:31 am 
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thanks makes sence,, i did try reflection, and yes it did go all glossy, but the bump really livened up the background plane , just confused how to go about making a mask and what slot to put it in , and so on ,ect ect :? :crazy:

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 Post subject: Re: frontal projection possibilities
PostPosted: Fri May 18, 2012 12:02 pm 
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here you go, its a bit of a quicky because I'm on Linux and and have nothing useful on it, and I don't use Gimp lol
http://dl.dropbox.com/u/26539256/r2new.pack.thea

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 Post subject: Re: frontal projection possibilities
PostPosted: Fri May 18, 2012 1:28 pm 
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ahhh thanks now i understand the relationship between the mask and plane,
and where to preverbally stick it :thumbup:

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