Camera projection
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Camera projection
Is there any type of Camera projection map, or any fixable texture map base on camera view in LuxCore?
Omid Ghotbi (TAO)
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Re: Camera projection
I think he's looking for "Camera projection" UV mapping from view.
Re: Camera projection
Exactly as kintuX explains, I need a fixed map from the camera projected on the object. So it will be fixed on the whole screen. that is really handy when there is no UV map of any kind and still you need to map an object base on your view. Also, when you need to create a matte painting scene or add an object to an image or video that needs to have a UV base on the background.
Omid Ghotbi (TAO)
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Re: Camera projection
That's really handy, i always use it, i wonder why i did not notice it until now. it is perfect for create realtime scenes in vewport too.
With projection map there is no need for UV too.
https://www.youtube.com/watch?v=BaZ_aoVMJZk
Simple scene in archviz using camera projection.
Re: Camera projection
That ain't the same... even example above is quite basic and can be achieved with different techniques.
But advantage of Camera Projection is in more complex scenes, since user can texture an object from many & any POV, as it can position "Camera(s)" where ever & at any desirable distance, angle to project/map a texture to an object's UV space and after render from any POV/camera, yet l projected texture will remain on that surface regardless (unless camera is animated ). No compositing/matte painting or whatever extra tech. skill is needed. It's really made for fast and easy workflow. (Check old school Projection Man).
Also, it's also one of most used tex. projections in archviz.
C4D w/ Corona is really easy-peasy work, but I still have to see it with Blender. IIRC ( tried once, many years ago), it needs extra subD otherwise textures get all distorted...
https://docs.blender.org/manual/en/late ... oject.html
But advantage of Camera Projection is in more complex scenes, since user can texture an object from many & any POV, as it can position "Camera(s)" where ever & at any desirable distance, angle to project/map a texture to an object's UV space and after render from any POV/camera, yet l projected texture will remain on that surface regardless (unless camera is animated ). No compositing/matte painting or whatever extra tech. skill is needed. It's really made for fast and easy workflow. (Check old school Projection Man).
Also, it's also one of most used tex. projections in archviz.
C4D w/ Corona is really easy-peasy work, but I still have to see it with Blender. IIRC ( tried once, many years ago), it needs extra subD otherwise textures get all distorted...
https://docs.blender.org/manual/en/late ... oject.html
Re: Camera projection
As you and other users mention is super handy, so is this exist in LuxCore with the exact concept?kintuX wrote: ↑Sat Jul 17, 2021 4:07 pm That ain't the same... even example above is quite basic and can be achieved with different techniques.
But advantage of Camera Projection is in more complex scenes, since user can texture an object from many & any POV, as it can position "Camera(s)" where ever & at any desirable distance, angle to project/map a texture to an object's UV space and after render from any POV/camera, yet l projected texture will remain on that surface regardless (unless camera is animated ). No compositing/matte painting or whatever extra tech. skill is needed. It's really made for fast and easy workflow. (Check old school Projection Man).
Also, it's also one of most used tex. projections in archviz.
C4D w/ Corona is really easy-peasy work, but I still have to see it with Blender. IIRC ( tried once, many years ago), it needs extra subD otherwise textures get all distorted...
https://docs.blender.org/manual/en/late ... oject.html
Omid Ghotbi (TAO)
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Re: Camera projection
In Cycles it looks like below. It's a mapping with the position in camera space as the output.