Baking Projected Texture to 3D Model UV Map

Hi,

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.

baking projected Texture.zip (6.2 MB)

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.

cheers ravel

hi ravel, here updated patch with a modified LookAtRect camera, please have a look
maybe there’s a more clean way to do it, but seems working

interaktive_3D_Wall_projection_LookAtRect.vl (161.1 KB)

place the patch in the same folder to test
hope that helps

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.

Hi community out there,

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.

unwrap sphere uv.zip (2.8 MB)

No.

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)

You will get something like this:

Thank you antokhio,

you are right. CubMap is the way to go. I’ll try it out, as soon as I find some time.

Did you create this image within vvvv?

Yes this some old vvvv betta rigs

Full versions:

https://vimeo.com/1221073821
https://vimeo.com/1221074866

(not sure why if i post as links are not displayed)

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.

@ravel

spherer_renderer.zip (514.5 KB)