Camera Projection

spacedyevestspacedyevest Posts: 0
edited December 1969 in The Commons

Are there any utilities for DAZ to create a new UV set for an object based on the UV projection of a camera?

I've been able to use shader mixer to apply an image map to an object using the projection of the current camera, but what I haven't figured out is how to export the UVs that my shader is using.

I know this is possible outside of DAZ, but I would like to get it done inside and would happily pay to do so!

Thanks in advance for any info anyone can provide.

- Greg

Comments

  • GranvilleGranville Posts: 696
    edited December 1969

    I would like to learn more about projection uv maps and surface texture. It would solve a problem that I am having.

  • Richard HaseltineRichard Haseltine Posts: 102,436
    edited December 1969

    No, DS doesn't have UV making tools. You might be able to bake your projection to a map using the current UV Set with Shader Baker though.

  • spacedyevestspacedyevest Posts: 0
    edited December 1969

    I've already added a baker block to my shader, but the resulting baked texture appears to be a version of the original image map warped by the object's existing UVs (ignoring the camera's projection used when rendering). Admittedly, I'm not that experienced using Shader Mixer or the baker and maybe I'm doing something wrong. Either way, I believe a new UV set based on the camera's projection is a better solution.

    Perhaps there is a developer out there interested in authoring a script for DAZ to create a new UV set for an object based on the UV projection of a camera? I'd be more than willing to help with development & testing anyway I could, and I'd also be happy to be the first to purchase the end product.

  • Richard HaseltineRichard Haseltine Posts: 102,436
    edited December 1969

    What you could do, though I'm not sure what you will gain by changing the mapping, is create a new copy of the scene with just the camera and the object, parent the item to the camera and then zero the camera rotations (so the projection axis is now orthogonal). Make sure the object is at base resolution and export as OBJ. Open the OBJ in a UV mapper (such as UV Mapper Classic) and map it with a simple planar mapping along the Z axis, then save the result. Now in your original scene select the item, open the Surfaces pane option menu (right-click the tab or click the button in the top corner) and select Load UV set, then pick the modified OBJ. That should add the new mapping to those available for the item.

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