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Frontal Projection / Camera Mapping
Posted: Tue Jan 13, 2015 3:18 pm
by jate
I'm pretty sure I'm just missing it, but I can't seem to figure out how to frontal project a texture or camera map it (like in C4D default).
Example:

In C4D standard, this is a background (flat mapped) with a cube that's frontal mapped.
Thanks in advanced!
Re: Frontal Projection / Camera Mapping
Posted: Tue Jan 13, 2015 4:12 pm
by aoktar
there is a scene in samples package. Please don't ask where is it

Also see attached scene for two possible method.
Re: Frontal Projection / Camera Mapping
Posted: Tue Jan 13, 2015 9:31 pm
by jate
aoktar wrote:there is a scene in samples package. Please don't ask where is it

Also see attached scene for two possible method.
Masterful hots, this is exactly what I was looking for.
You're a gentleman and a scholar - thanks much aoktar (I'm
very glad you're here on the forums!)
Re: Frontal Projection / Camera Mapping
Posted: Tue Jan 13, 2015 9:46 pm
by aoktar
thanks for kindly comments, just drop a message if you need help. i'll try to help
Re: Frontal Projection / Camera Mapping
Posted: Tue Jan 13, 2015 11:00 pm
by jate
I would just send a message, but I'd rather post if I can't find something via the forum search in-case someone in the future has the same problem, and then you won't have to answer quite as many noobs like myself multiple times
Pulling apart your scene, I've got the gist of it now; thanks! It's odd that you have to rotate the texture 180, then scale to half for it to work in the transform - this seems to be the case with the image I tested with as well
Now I'm trying to use it to comp items into an image for testing, is there a way to allow the plane to accept only shadows? I played with the shadow visibility only being selected for the ground plane, but wasn't able to get it to comp correctly. Might be on the right track at least?
I've attached what I was playing with if it helps!
*Edit* Ignore the lighting - I know it's wrong, haha. Just playing with the projection for now
*Edit 2* Played with it a bit more - it's close, but it's still not working the way I'd hoped just yet:
Shadow Visibility Only Enabled
Shadow And Camera Visibility Both Enabled

Re: Frontal Projection / Camera Mapping
Posted: Wed Jan 14, 2015 10:37 am
by atome451
Hi,
You should work with a "matte" material on your ground (or mesh(es) following the global structure) and a background object because your camera mapping materials will be influenced by the ambient color (there is no specific luminence channel in Octane). A "matte" material will not work with a camera mapping because it only interacts with alpha and environment, not objets hidden by the "matte" material. As background object is seen through alpha, it'll work.
Of course, your render should have the same pixels dimensions than your background picture and you should activate the lock of the Live Viewer to be sure to adjust your camera in the same proportions and orientation of your background.
You'll control the global illumination of your object with an Octane environment object (with a texture color or hdri map), or with lights of course. But don't forget that Octane has a default grey illumination if you don't add an Octane sun or Octane environment.
I hope this will help you. Sorry for my poor english.

- a sample