I am trying to use blender to create “2.5d” scenes from some photos and add small camera animations, but I can’t seem to get the UV mapping to work out right. I set up the follow scene as a test:
The scene consists only of a plane and the camera. I expected that I could do “Project from View” on the plane in the camera view, and my checkboard texture should then appear from the camera’s perspective as…well…a flat checkboard. As you can see that is far from what I got.
I’ve messed around with all kinds of options and read a bunch of documentation and tutorials, but I can’t figure out what I’m doing wrong. Any ideas?
It looks like it did what it’s supposed to be doing, only if your mesh is the same shape as in the UV editor your texture will be fitted so it fills all corners.
Another way to do this is to use an image texture for a material and set it to screen coordinates or align the texture with an empty (Object coordinates, type in name of empty)
Thanks for the quick reply.
I’m not quite sure what you mean with regard to the texture being fit to the corners. What should I do differently?
Screen coords won’t work because the texture will move when the camera moves (unless I’m missing something). I tried aligning the texture to an empty at the same position as the camera, but this doesn’t give the right results either (it doesn’t look “flat” from the camera position).
The final way I could think of would be to do the texturing in the compositor, you render out your untextured scene and overlay textures onto masks in the compositor.
AHA! I finally figured it out. Turns out the texture gets all distorted if you don’t subdivide the mesh a few times (even if you are dealing with just a plane). Any idea why that is? Something to do with how blender handles UV mapping?
yes, its called tesselation or something like that.