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Camera projection

Posted: Fri Jul 16, 2021 6:21 pm
by TAO
Is there any type of Camera projection map, or any fixable texture map base on camera view in LuxCore?

Re: Camera projection

Posted: Fri Jul 16, 2021 8:07 pm
by Dade
There is a projected light source :?: What are you looking exactly for ?

Re: Camera projection

Posted: Fri Jul 16, 2021 9:05 pm
by kintuX
I think he's looking for "Camera projection" UV mapping from view.

Re: Camera projection

Posted: Fri Jul 16, 2021 9:56 pm
by TAO
Dade wrote: Fri Jul 16, 2021 8:07 pm There is a projected light source :?: What are you looking exactly for ?
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.

Re: Camera projection

Posted: Fri Jul 16, 2021 10:15 pm
by Ericka
kintuX wrote: Fri Jul 16, 2021 9:05 pm I think he's looking for "Camera projection" UV mapping from view.
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

Posted: Sat Jul 17, 2021 11:48 am
by Dade
We have holdouts and other composing tool like object mask, etc. :?:

Re: Camera projection

Posted: Sat Jul 17, 2021 4:07 pm
by kintuX
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... :roll:
https://docs.blender.org/manual/en/late ... oject.html

Re: Camera projection

Posted: Sat Jul 17, 2021 11:58 pm
by TAO
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... :roll:
https://docs.blender.org/manual/en/late ... oject.html
As you and other users mention is super handy, so is this exist in LuxCore with the exact concept?

Re: Camera projection

Posted: Sun Jul 18, 2021 7:19 am
by B.Y.O.B.
Dade wrote: Fri Jul 16, 2021 8:07 pm What are you looking exactly for ?
In Cycles it looks like below. It's a mapping with the position in camera space as the output.

Re: Camera projection

Posted: Sun Jul 18, 2021 11:01 am
by Dade
It looks to me more as a modeller tool than a renderer one but it should easy to add anyway.