linograndiotoy wrote:The big difference is that has nothing to do with the UVs.
Let's say you have a backplate with a defined camera angle. After positioning the camera to so match the perspective of the shot, you can simply model some meshes an place them in the scene.
Then you can simply activate the Camera Mapped option (it will probably be renamed "Front Projection").
You can watch this video of a quick test I just made:
https://youtu.be/aBKjf6hUi0MIt's very similar to what you can do with the Project From View option in Blender, but you don't need to create any UV for your meshes.
OK, cool - thanks.
So the projection takes place at the point of activation and then sticks? I ask because, I've tested the OSL version I've seen in Chris's link above, but the texture slides about on the geometry whenever you move the camera... like it's projecting constantly. I'm probably doing something wrong.
The most obvious benefit I can see from your example is that you can project to non-subdivided geometry. When you 'project from view', you have to subdivide, sometimes to 5 levels to remove the distortion... so that's great!
What would be really useful is to accompany this with a calibration tool like BLAM. Any plans, Lino?