New UV Projection mapping- python

This script uses cameras to project mapping onto a mesh object. I have a demo on my page with a blend file that has a script that works as a scriptling as well as a Menu item in the Image/UV window.

With the script link you can move the objects and see the UV coords.

http://members.iinet.net.au/~cpbarton/ideasman/

Hi cambo,

I want to use your script to texturize an object for use it in standar render (not games) but I don’t want to use the [TexFace] button, because I need to use bump, spec, emit, etc, etc…

In your example. blend I tryed to load the two textures in the material texture channels and mapped to UV, but I can’t see the both textures, only one (the last) is show in the final render.

Any idea?

P.D: Thanks for you useful scripts :wink:

Hola Caronte, i am a fan of Cambos scripts like you. I also appeciated very much your LSCM tutorial at nicodigital.com. It gave me the right kickstart for LSCM mapping. It is really a pity that it is not available anymore. What happened, maybe you can ask someone else to host it. I think its pretty useful and should be become availlable again for other Blenderheads.

It was really fast and effective and it certainly should not get lost.

what? you just wrote a script for projection mapping after i told people in my uv mapping thread to download ‘tattoo’? why the nerve! :stuck_out_tongue:
seriously though, great job man. projection rules. especially for fixing seams, and adding faked greebles and text.

For textures simply map them to UV rather then Orco, then they will use the projection generated UV’s, At the moment youll still need to use images to tag the faces but as long as TEXFACE is disabled they wont render-
In shaded view you should be able to see the textures in realtime as vertex colours (mesh must be subdivded enough), and of course in you render.

I could add a feature that would project on faces based on material name if no image is found.

  • Cam

You should inform that :
1/ it freezes Blender 2.37 and under (I can’t load the demo file)
2/ it is forbidden to use the camera view together with the script

The LSCM videotuto is not mine, but you can download it (and many more) here: http://www.3dpoder.com/foro3dpoder/showthread.php?t=9323&highlight=video+blender

The better way IMHO (if posible), is to use only one material and several texture channels (one by image) with several UV coordinates. This way you can texturize at interactive way the whole object and you can use bump or whatever you want.

I can’t explain it better, my English is very poor :frowning:

Thanks anyway :wink:

Updated this script for Blender 2.4 - Now have instructions on my page for how to this this one!
New, Multiple cameras per image.

neat! thankyou,

Question on the uv unwrapping would it be possible to do something like this ?
http://www.sunitparekh.com/pelt.html
http://www.sunitparekh.com/movies/pelting/fatalien_unwrap_0_2.mov
http://www.sunitparekh.com/movies/pelting/lizard_unwrap_checker_0_2.mov
http://www.sunitparekh.com/movies/pelting/lizard_unwrap_0_2.mov

It is like LSCM but to some sort of super dergee…

Sorry to bump up this old thread, but I’d have just a request for Cambo: would it be possible to implement the use of this wonderful and really useful script also with NOT-orto cameras? It would make really easier and faster the projection of 2.5 matte painting on the geometry from the main camera point of view…
Thanks.:slight_smile:

This script is being re-implimented as a modifier for GSOC, perspective cameras could be supported.

Oh, great!! Thanks.