I am having the task to capture a stride scene, project the scene on a 3D model and then bake this projected texture to the uv map and output it.
I posted this task with its 3D scene example into the community chat and thank you for all the helping thinking. @ain did patch the Shader with Fuse to output the unwrapped UV map. Thank you so much.
Now I would like to be able to move the camera position by xyz coordinates. So I would connect it to the viewer position in realtime. What camera is the best to use for it?
If you have any ideas to improve the patch, please write a post. I would prepare the outcome for a help patch at the end.
This looks great. I tried it in real live, with ab big LED wall to follow the viewer with the virtual cam. But as you see it in this example the object in the middle was falling out of the projection quite fast. so in my set up the view should not move a lot. but may be interesting for other set ups.
I have a new task with similar functions, but we need a different thinking, because the object is a sphere.
I have a sphere with a UV map which does suit me to position my content on it. And now I need the texture of another spheres UV map. So how can I transfer the look of a sphere to another sphere with differen UV map? Or can I capture the scene from inside or outside the sphere and reproject it on the spehre? Would be a solution to capture the scene from different angles and match them with a soft edge?
I could imagine with fuse there is a super tricky way to do this. I have a example attached, which is using the technique of @ain from the example above.
I would be happy for any ideas, bringing me a bit further.
When you are in a projection world, you have to consider that:
object may be displayed from one side e.g. screen/camera
When you deal with spherical/complex object witch this is done normally via CubeMapRendering the side effect of this is that there are a view dependent shader functions, well known are:
ligh calculations
sprite/billboard calculations
The functions may not function properly depending on how stride/fuse handles this. I did’t check cube map rendering in stride but i would expect most of this broken…
For your original question, if I got requirement correct, you need to render scene via cube map and apply as texture cube on the projection sphere. (prolly there a helps on cube texture maps)
The sphere effect with the projected world is really great. Would you like to share the beta patch. May be it helps me to transfer the logic into Gamma.