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Is it possible to bake projected images?

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Dennis Fassbaender

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Is it possible to bake projected images?

PostSun Mar 20, 2016 3:35 pm

In example when i import an animated FBX scene (physics simulation) - can i project an image to my 3d models an bake it? So falling cubes (real 3d models) would take the imagetexture on their way?
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Chad Capeland

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Re: Is it possible to bake projected images?

PostSun Mar 20, 2016 6:24 pm

Yeah, you can bake ANYTHING using the OpenGL UV Renderer.
Chad Capeland
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Dennis Fassbaender

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Re: Is it possible to bake projected images?

PostSun Mar 20, 2016 7:55 pm

Puh ive tryed to do it - but i realy dont get it.
Would you explain how that will work.
I attach my raw FBX import screenshot.
Attachments
Fusion_Projection.jpg
What nodes in wich order are needed to have the image as a none-sliding texture on my 3d-import?
Fusion_Projection.jpg (271.75 KiB) Viewed 3348 times
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Chad Capeland

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Re: Is it possible to bake projected images?

PostSun Mar 20, 2016 8:35 pm

You need to project it as a texture and use a Catcher to assign it to the materials.
Chad Capeland
Indicated, LLC
www.floweffects.com
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Dennis Fassbaender

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Re: Is it possible to bake projected images?

PostSun Mar 20, 2016 9:00 pm

Please show me how - use an own texture if possible :)
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UVTRYS.rar
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Chad Capeland

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Re: Is it possible to bake projected images?

PostSun Mar 20, 2016 9:18 pm

Just change the camera's projection mode to Texture.
Chad Capeland
Indicated, LLC
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Dennis Fassbaender

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Re: Is it possible to bake projected images?

PostSun Mar 20, 2016 9:44 pm

Then i have a projected textur on my 3d-model that is not fixed (moving).
Also, i can unconnect the render node - gives me the same result.

I cant find deeper information about how to connect wich node where - that why im asking you for help.

On the left monitor im in the 3d view of merge3d1 (what is before the render node).
The right monitor shows the open gl uv render output.
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Fusion_Projection_2.jpg
Fusion_Projection_2.jpg (225.41 KiB) Viewed 3334 times
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michael vorberg

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Re: Is it possible to bake projected images?

PostSun Mar 20, 2016 11:18 pm

if you have projected the texture and rendered it in UV Space (OpenGL UV Render), save this texture = baking a texutre to UV space

then use it as input for the mesh and render with a "normal" rendermode (software or openGL)
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Chad Capeland

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Re: Is it possible to bake projected images?

PostMon Mar 21, 2016 2:43 am

You can't render ALL your objects to the same UV map. They're going to overlap. Each one you want to bake needs to be separate, or you need to lay out the UV's so that in the group of objects they don't overlap.
Chad Capeland
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Dennis Fassbaender

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Re: Is it possible to bake projected images?

PostTue Mar 22, 2016 3:56 pm

Is it possible that someone shows me a working node-setup for that, otherwise i dont understand what you try to explain.
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Chad Capeland

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Re: Is it possible to bake projected images?

PostTue Mar 22, 2016 4:16 pm

Dennis Fassbaender wrote:Is it possible that someone shows me a working node-setup for that, otherwise i dont understand what you try to explain.


It's model specific.

Let's say you have 4 objects. The first object can have UV's from 0 to .25. The second object can have UV's from .25 to .50. Continue for the other objects. Now all your objects are sharing a single 0-1 UV parameterization without any overlapping. So you can render them to one map and apply it back to all of them.

The other option is to render each object separately. So for 4 objects, you have 4 3Rn's and 4 output texture maps.
Chad Capeland
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Dennis Fassbaender

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Re: Is it possible to bake projected images?

PostTue Mar 22, 2016 4:35 pm

Nice from you, that you try again to explain - thank you.

But as i told you, i do not know how to use this information for a working node-setup.

1) Render to a map ... does that mean i need a saver-node and render the animation as image textur using the uv-renderer?

2) Apply it back to all of them ... that means i use the exported image file as input for my models-materials?

Im coming from blender and have an other understanding from that things.
Maybe somebody is here who has the time to show me a working nodes-setup in place of explaining with text (what i whould not understand).
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michael vorberg

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Re: Is it possible to bake projected images?

PostTue Mar 22, 2016 7:03 pm

Could you upload the company with the FBX file? Then I can try to build you a example comp
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Dennis Fassbaender

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Re: Is it possible to bake projected images?

PostTue Mar 22, 2016 8:38 pm

michael vorberg wrote:Could you upload the company with the FBX file? Then I can try to build you a example comp

That would be nice :).
I already did some posts ago.
Here is the link again (nothing special): download/file.php?id=7565
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Chad Capeland

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Re: Is it possible to bake projected images?

PostTue Mar 22, 2016 11:42 pm

But that didn't include the assets.
Chad Capeland
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Dennis Fassbaender

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Re: Is it possible to bake projected images?

PostWed Mar 23, 2016 7:30 am

The only missing thing in that file is one imagetexture. I thought you can bake any picture to the cube-shards. But if you need something else let me know :).
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michael vorberg

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Re: Is it possible to bake projected images?

PostWed Mar 23, 2016 11:57 am

there is no FBX file in the comp you uploaded
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Dennis Fassbaender

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Re: Is it possible to bake projected images?

PostWed Mar 23, 2016 12:03 pm

Oh im sorry you are right.
Here it is.
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ExportForProjection.rar
Exported ascii from blender
(40.85 KiB) Downloaded 135 times
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Eric Westphal

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Re: Is it possible to bake projected images?

PostFri Mar 25, 2016 4:10 pm

Hi Dennis.

Importing the FBX into Fusion, I see that there are two materials applied to the cube.
Namely Inner and Outer.

Fusion's UV-Renderer will only render *one* material at a time,
so here is what you can do:

- Import the FBX
- After the final Merge3D add a Render3D.
- in the Renderer Type set it to OpenGL UV Renderer.
- View the renderer, adjust the image-resolution if needed.
- play with the colour on the Inner material. You should see the color in the Rendered image change as well.
- Add tools after your renderer, do whatever you want to the image.
- RMB on the image in the viewer and select "Save Image" (or add a saver and render a single frame).
- Add a Loader to bring that image back in.
- Connect the Loader to the input of the Inner Material
- Now swap the inputs on your FBX-nodes, so that the Outer material goes to the input of the Inner material. (this has to be done manually, unfortunately, the Ctrl-W hotkey does not work in this case)
- Repeat as above for the second material.
- Swap the inputs again.

Voila...:-)

Cheers.

Eric.
my hovercraft is full of eels.
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Eric Westphal

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Re: Is it possible to bake projected images?

PostFri Mar 25, 2016 4:14 pm

PS:
Of course, this only works if the Inner and Outer parts of your FBX share the same UV Coordinates.
Or if you apply a UVMap tool prior to the Renderer...
my hovercraft is full of eels.
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Eric Westphal

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Re: Is it possible to bake projected images?

PostFri Mar 25, 2016 4:39 pm

Actually, on a third thought, it might be even better to duplicate your object in Blender,
scaling the inner section down ever so slightly to avoid z-fighting.
Then you'll end up with two separate objects/set of UV-Coordinates, perfectly suited for modifying/baking/... the texture to taste.
my hovercraft is full of eels.

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