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Camera Projection

Posted: 27 Jan 2012, 19:33
by bailsone
Hi i read a lot of Threads towards camera mapping in Ventuz. But cant find a solution to my problem what i want to do is project a Map on a surface and look at this
Projection from a different angle. So a second camera is necessary. In the mapping Methods there exsists an mapping method for camera Projection but i cant switch the angle out of
that perspective. Is it possible to Project with one Camera over a cube for example and look at this projected cube with a second camera. That would be amazing. Someone got
an Idea.

Re: Camera Projection

Posted: 30 Jan 2012, 11:44
by Robert
Hi,

I'm also interested by the answer.

For the moment, the way I found for that is to make the camera mapping in 3DS before importing the object.

Robert

Re: Camera Projection

Posted: 02 Feb 2012, 10:06
by Karol
Hi!

I think this can be only achieved with a shader. Use the HLSL node for such tasks.

Best Regards
Karol

Re: Camera Projection

Posted: 10 Feb 2012, 02:48
by bailsone
Thanks a lot for your response karol. But i realy got no idea how to set up a custom shader :cry: for that problem
And there realy is no other way ??? when i apply a camera projected shader i feel so close to what i need but
cant get another camera view because ventuz is projecting from view camera only.

Re: Camera Projection

Posted: 21 Feb 2013, 18:59
by VincentT
Hi

Really cool idea !!

If we could create virtual projectors in the space (with the specs of the real one)... Could be powerfull for all mapping stuffs.

Re: Camera Projection

Posted: 22 Feb 2013, 14:27
by chriss0212
hi

mmmhhhh...but you can place several cameras in your project and can place them on the physical projector position....this is how we do mapping since years!

greetz

christian

Re: Camera Projection

Posted: 23 Feb 2013, 04:24
by Chris
Hey hey! :)

It depends what your final outcome needs to be and what you want to map, but here's a quick solution you can play around with.....

I'm not sure what 3D package you are using for modeling (or if you are using one for that matter...hopefully you are ;) ) but I would build the model you want to map onto....... say a cube. Then position your cube in 3D space and project your UV's from the active camera (ie. perspective cam)

Export as an OBJ or DAE and now when you import into Ventuz and add a texture they will be mapped like they are being projected from a camera.
You can now view the cube with another camera ;)

As i said this is a very quick explanation but should get you on your way.

Hope this helps :)

Chris

Re: Camera Projection

Posted: 25 Feb 2013, 10:59
by ErikB
Hoi,

our projection mapping workflow is severely lacking at the moment, without question. Doing the work in an external 3D tool and importing it with the mapped UVs is the way to go, currently, as described above.

However, this is one of the things we intend to look at once v4 is out the door, so if you have workflow ideas on how you want projection mapping to work, I'll be happy to hear about them (obviously, we will then go build something completely different, but it is useful to hear what people want and how they work)

-E

Re: Camera Projection

Posted: 11 Apr 2014, 08:26
by bailsone
Hi i dont know if thats interesting anymore. But we achieved doing a Projection Shader with a Custom written HLSL Shader. This works okay, just for moving cameras the latency for calculation is a bit to high. But i saw those problems in other Software Solutions for Camera Projection too. Thanks a lot for the hint on HLSL Shaders this was the way.