Camera mapping help please

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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darkline
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Joined: Wed Mar 07, 2012 11:56 pm

So I was watching this tutorial on vimeo for cinema 4d on how to camera map using the projection node of the octane material.

https://vimeo.com/119848103

Unfortunately the options available in the 3dsmax node do not seem to match it - there is no space to drag my camera into my perspective sub menu.

Can someone please tell me how this works in octane/max? I've searched the online octane manual but cannot find anything on it.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
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DominionXX
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I am looking for help with this as well :-)
gueoct
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cammapped.jpg
As I have pointed out here, viewtopic.php?f=81&t=55510
the object MUST NOT be a movable proxy !!!
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darkline
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Joined: Wed Mar 07, 2012 11:56 pm

Thanks for the reply - but a couple of things.

1) This checkbox is always interactive so this technique does not work if you want to camera map and then dolly into your scene. We need a function to be able to project ONCE from the camera so we can then move around our objects to see the texture it's applied. Not have it constantly projecting an image map even when you move the camera. This can clearly be done in other octane plugins such as cinema 4D. Would be good to have an option to pick the camera and something like a 'capture' button. Once it's done the textures on the objects are locked. Jim????

2) If I use the same image as a HDRI map, and background image, they both look different gammas in the render. The HDRI map is much brighter than the background image I'm comping onto. This makes matching the lighting by using a background image as HDRI harder. Also the texture of the objects which are camera mapped have a different gamma too - but this may be the octane camera response curve. Essentially, none of the images (HDRI, background, or camera mapped texture) look the same!
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
azen
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darkline wrote:Thanks for the reply - but a couple of things.

1) This checkbox is always interactive so this technique does not work if you want to camera map and then dolly into your scene. We need a function to be able to project ONCE from the camera so we can then move around our objects to see the texture it's applied. Not have it constantly projecting an image map even when you move the camera. This can clearly be done in other octane plugins such as cinema 4D. Would be good to have an option to pick the camera and something like a 'capture' button. Once it's done the textures on the objects are locked. Jim????

2) If I use the same image as a HDRI map, and background image, they both look different gammas in the render. The HDRI map is much brighter than the background image I'm comping onto. This makes matching the lighting by using a background image as HDRI harder. Also the texture of the objects which are camera mapped have a different gamma too - but this may be the octane camera response curve. Essentially, none of the images (HDRI, background, or camera mapped texture) look the same!

Hi,

1) It sounds like what you are aiming for is to bake the texture into the scene after using camera projection/mapping. Is this correct? I would need to play around with C4D to get a feel for what that program could be doing behind the scenes, and how that would translate in terms of 3ds Max integration (or if integration is even necessary).

2) Just to clarify - so when using the same source image for camera mapping, HDRI and/or the background image, the gamma in each case will be different? I will need to confirm what the workflow for resolving this would be, or if this is a bug.
darkline
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Joined: Wed Mar 07, 2012 11:56 pm

Hi Azen,

thanks for the reply.

1) It seems in cinema 4D (take a look at about 4min into this video https://vimeo.com/119848103 ), you choose a specific camera to project the footage from. Then you can move around the objects using another camera. However in Max the simple 'camera mapped' checkbox gives us no option to choose a specific camera to do the mapping. I assume it uses any active camera?

2) yes, if I use exactly the same bitmap for my viewport background as I do for my HDRI. The HDRI is much brighter. Perhaps that's simply because it works differently, but ideally you'd want it to be identical to the background image especially if you're using it for lighting the scene and compositing. Also the same bitmap used for the camera mapped projection is a different gamma again (but perhaps this is simply the response curve in octane)
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
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