lets say i have a matte painting with a size of 1000x1000. In other 3d apps I import it and match the camera settings to the painting then render using another camera with a film aspect ratio of 16:9
It seems that in blender the render settings is what dictates the aspect ratio and is not related to the camera settings which other apps provide. You cant have two cameras that render at different aspect ratios.
If you setup the projection camera with one setting you cant have another render camera with another.
I guess it has something to do with the datablock and object management.
As far as i know the only way is to link your sceneobjects to a new scene, setup a second camera there. Has the advantage too, that you can render the cam´s at once with a node setup.
The rendersettings affect all cameras in one scene. Maybe to provide consistency for multi camera scenes for people that are not quite sure what cam is set to what
well, in 2.5 if you add a background image the only way i see to adjust its aspect ratio is changing the render resolution.
If i import a 2k by 2k image i have to change my render resolution to display it correctly, then i model the geometry and apply textures BUT to render a camera i have to change back the render settings to HD for example.
You cant have 2 cameras with different aspect ratios.
For projections I am not using the modifier but the project from view and uv map way.
Any tips?
It seems to me that having greater camera properties would be better.
How are you guys doing this?
I would do my projections in Nuke as usual by cant get a cam from 2.5 to nuke.
If you generate your UV coords project from view with a cam setup to the image res and aspect ratio of your matte. Then duplicate the camera, name it as a projector, add a UV Project modifer to the mesh you model and choose the projector as the object to project with, then change the original camera settings to the final res of your animation, what happens to the projected image on the model?
You could also approach it a different way, if you are painting your own mattes, you could model simple geometry first, render a wireframe or simple massing render and paint you matte over that, then reproject the matte through a duplicate of the original camera via UV Project modifier as above, that way you also avoid the pain of camera matching matte to blender camera?
@yellow.
Using project from view I can project, change render settings and everything looks good. I am used to Maya to have different proj cams and render cams and not have to worry to switch any settings once it is setup. Here i have to be careful not to screw up if i am projecting with wrong render settings.
I usually get a clean plate, a photograph that needs cg elements so the process is the other way around. The photograph perspective is what we have to match. Blenses could help with this if it is updated to 2.5 in the future.
A quick workaround I am using is to create a render settings preset and switch between these for the projections and renders.
I think this could be solved if we could adjust the aspect ratio of background images independently of render settings. You can do that in the image editor but those settings seem to be ignored everywhere else.
The problem for me is that UV Project and ‘sticky’ textures are not the same thing. In an interest of doing camera mapping, I would like to be able to craft my geometry around an image when looking through a camera. UV Project almost works yet doesn’t because it will warp the image when it hits the geometry. Using it in orthographic mode won’t project it correctly. So, it seems that sticky textures are the way to go, but the problem with them is that they are always resized to what the camera shows.
Does anyone have any better ideas? Or, am I doing something wrong?
UVProject does work, it will warp the image at it’s extremities, if you want unwarped textures you really need to use something like Projection Paint or typical texture painting and UV mapping.
Camera projection can only do so much with a view projectors, it’s at best 2.5D unless you get complicated for 3D. You can’t do complicated camera moves unless you have more projectors. So if warped textures appear in your camera view, create a projection camera that projects a separate image as a patch over that area. There a numerous ways of doing it, such as rendering the view that shows warped textures, over painting it and reprojecting at that view.
I’ve seen some Sony Imageworks stuff that has had close to a hundred projection cameras for a shot.