Camera Mapping problem

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Camera Mapping problem

Postby darkline » Thu Jun 29, 2017 10:39 am

darkline Thu Jun 29, 2017 10:39 am
Camera mapping in octane works ok if you simply want to match a static background plate. But a lot of the time camera mapping is used to create a 3D scene where the camera moves through the mapped planes.

examples here :
https://www.youtube.com/watch?v=6UtSEt0r8Dw
https://www.youtube.com/watch?v=d6t6MQxEyys

this is something you can do in almost all renderers in 3dsmax (even in after effects and apple motion). Currently the camera map function in Octane is always 'live' hence there is no way to 'lock' the projection to the geometry in the scene. I simply want to create a few walls, floor and have octane project the geometry onto them so I can then move the camera through it. As far as I caa see this already works in other apps like cinema 4D with octane.

I wouldn't think this was too hard to achieve as octane is doing half the work already. It projects an image perfectly onto the geometry, just currently recaculcates every time the camera moves. Perhaps we could have a tickbox that says 'capture projection' or something similar, so we can choose to lock it when it's right.
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Re: Camera Mapping problem

Postby paride4331 » Thu Jun 29, 2017 11:27 am

paride4331 Thu Jun 29, 2017 11:27 am
Hi darkline,
I think automatic camera mapping is in the to-do list of developers.
There is a workaround:
https://render.otoy.com/forum/viewtopic.php?f=82&t=58500&p=300872&hilit=+projection#p300872
but certainly it is not comfortable animating the camera.
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Re: Camera Mapping problem

Postby darkline » Tue Jul 04, 2017 9:42 am

darkline Tue Jul 04, 2017 9:42 am
Thanks Paride

yes animating the camera is the most important thing
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Re: Camera Mapping problem

Postby paride4331 » Tue Jul 04, 2017 1:34 pm

paride4331 Tue Jul 04, 2017 1:34 pm
Hi darkline,
sorry, I may have misread your question, you can use the 3dsMax camera map binding modifier.
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Re: Camera Mapping problem

Postby darkline » Sun Jul 09, 2017 7:25 pm

darkline Sun Jul 09, 2017 7:25 pm
Hi Paride

Can you show an example of how this is done?
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Re: Camera Mapping problem

Postby paride4331 » Mon Jul 10, 2017 7:14 am

paride4331 Mon Jul 10, 2017 7:14 am
HI darkline,
This is a camera mapping workflow example in 3dsmax:
https://youtu.be/PKbd1OZ8T3c
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Re: Camera Mapping problem

Postby darkline » Mon Jul 31, 2017 7:01 pm

darkline Mon Jul 31, 2017 7:01 pm
Hi Paride,

This example shows camera mapping with normal renderer. In octane we have to use camera map checkbox, are you saying this works with the example above and you can create a moving camera through a camera mapped environment?
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Re: Camera Mapping problem

Postby paride4331 » Tue Aug 01, 2017 7:52 am

paride4331 Tue Aug 01, 2017 7:52 am
I darkline,
I think so, I do not have a test scene to sharing now, but I remember having tried with Octane render and I remember it worked.
You have to use a 3dsmax camera (I remember that way).
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Re: Camera Mapping problem

Postby darkline » Fri Aug 04, 2017 4:39 pm

darkline Fri Aug 04, 2017 4:39 pm
as stated here, you need to use camera map per pixel in order to get it right. the mapping looks all wrong in the viewport and was limitation of old camera map modifier

viewtopic.php?f=27&t=40893

also take a look here, cinema 4D can do this fine, I commented about it before to Azen

jump to about post 3 on this thread, not sure if anything has come of this?

viewtopic.php?f=27&t=55961
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Re: Camera Mapping problem

Postby paride4331 » Fri Aug 04, 2017 6:34 pm

paride4331 Fri Aug 04, 2017 6:34 pm
Hi darkline,
An integrated camera mapping, like in C4D, is not done yet, I will check if in to do list and I will ask for that.
3dsMax camera mapping seems to work; I made a quick rough test, it looks okay, take a look at it.
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