Proper camera mapping procedure?

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

Moderators: ChrisHekman, aoktar

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codydobie
Licensed Customer
Posts: 3
Joined: Mon Nov 23, 2020 11:36 am

I'm new to C4D (from Blender) and Octane, so I'm hoping you guys can help me.

In Blender I would often camera project my footage back on top of geometry for certain VFX shots. As a quick test in C4D, I motion tracked a 3D face scan over some footage with the goal of using camera projection to put the animated footage of the face back over top.

I ran into a few issues:

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Although the alignment seems OK in the viewport, Octane render has the head completely misaligned

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Later in the clip, as the head position changes, the misalignment in Octane seems to resolve itself.

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This is Octane's render of the Background material (which is also the footage) - note that for some reason it is stretch in the vertical axis, which could explain some of the alignment discrepancy, but I can't figure out what's causing it.

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This is my render settings vs the material, I wanted to note that the aspect ratios are the same.

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I'd also like to know how I can avoid this shadow in the render. Essentially, the hollow area of the 3D model is being shown, when what I want is to have this part be invisible and blend seamlessly into the footage

As an aside - does anyone know how I can "lock off" the projection camera so that if I create another camera and move it, it won't alter the trajectory of the projection? At the moment, any time I set up a different camera in the viewport, the Octane render instantly jumps to that view, and re-projects the footage over the model from that angle.


I realize there's many factors as to why the camera projected material is not aligning, but if anyone has any experience/expertise in camera projection in Octane, I would appreciate any guidance. I also have my C4D project file available for download if it's easier to check out the file:

https://drive.google.com/file/d/1GsqPRn ... sp=sharing
smessing
Licensed Customer
Posts: 21
Joined: Mon Mar 25, 2013 4:39 pm

Many features were recently fixed in the latest c4d octane plug-in but there are still some limitations.

Without having your footage, this is not possible to test but here are a few things to consider:

-natve c4d shaders work better with the viewport open gl to test projections
-multiple camera projections can now be stacked from different materials on one object from different cameras
-your render camera should not be the same as your camera projection camera
-make sure your texture's aspect ratio is correctly calculated in the material tag setting for the camera projection mode
-make sure the animation sequence is set to play at the correct frame rate in the shader input so that it is consistent with your overall project frame rate setting. If they are different, start at different frames, they will be out of sync
-animated materials currently do not work with stacked projections - it will freeze the animation as a single frame - I have requested a fix for this.
-to get fully luminant shading with no shadows - set the footage as a texture emission in the emission channel - set surface brightness to 1. Turn off other material attributes. You can also turn off diffuse casting and specular casting etc in the texture emission channel. You can also use object tags and render groups to limit how the projected object is seen by other surfaces, etc.
-I have requested that the default c4d shader luminance channel acts like a texture emission node with surface brightness set to 1. This will allow a lot more flexibility and functionality with the c4d Projection Man module which can tap into multi layered PSD files - it is quite powerful.

-S
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