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Color finale pro group function
Color finale pro group function







color finale pro group function

The Texture SOP is great for recalculating UV’s in a lot of situations and the texture type we’re going to set is Perspective from Camera. Sounds like something that would be hard, but all we need is one node! Let’s go into our Geometry COMP and add a Texture SOP after the Grid SOP. Instead what we’re doing is recalculating the UV map on the geometry based on the view of the camera. As I mentioned earlier, we’re not technically projecting out of the camera. Great so we’ve got our essential components ready now. One of the great things I love about the geometry viewer pane is that you can even see your cameras and lights in it, making it much easier to orient things quickly. Let’s create a Camera COMP and I’m going to move it’s transforms to bring it closer to the grid and slight above the grid (looking down as if it was a projector). Now the final step before we perform some magic, setting up our camera/projector. It should look like this: Setting up the camera

Color finale pro group function movie#

Then I’ll create a Movie File In TOP, pick a nice image/video with it, and then assign that to the Phong MAT’s Color map parameter. I’ll create a Phong MAT and assign that as the Geometry COMP’s Material parameter. Don’t worry, we’ll see this in action shortly! But first, texturing our geometry.

color finale pro group function

It gives us the same visual end result as projecting directly from the camera. It’s not that our Camera COMP later will physical shoot photons out of it, but what we’ll be able to do is re-generate new UV co-ordinates on the geometry based on the camera’s perspective. This is the real trick behind this whole setup.

color finale pro group function

Next up, we’re going to texture our geometry with whatever texture we’d like to project.









Color finale pro group function