Hello Sassi, I have been traveling and haven't been able to fully dive into your response, but I am going to study it carefully as soon as I get back. Thank you very much for taking the time to make such a through explanation!

Latest posts made by AlexC
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RE: Camera from Scan
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RE: Camera from Scan
Thank you Sassi, for this file.
I'm a bit confused by what is happening in plane 2, how is it staying so perfectly aligned despite all the motion? -
RE: Camera from Scan
Thank you Sassi, as always this is a fantastic way of getting a deeper understanding of how this works.
One thing I'd love to understand better is the starting point. As you said, you didn't have any info on the room size, but somehow you are still able to make an accurate representation, and without distortion!
For this image, I didn't have access to anything other than a website that has a "doll house" of a space created by Matterport, so no real info on anything.
But I did have the room size, which is how I made my cube. However my camera placement was clearly off, and the geometry I was adding was really distorted. How did you get such a clean camera position and no distortion?
In this case, I don't need quality so much, as the work I'm doing is more illustrativeThank you again! I really appreciate looking at these files and seeing your method.
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Camera from Scan
Admin: This thread was split, as a different theme was started. Ownership transferred to AlexC.
Part 1
https://cineversity.forums.maxon.net/topic/2023/modelling-with-camera-projection -
RE: Camera from Scan
Hello Sassi
Yes, that helps a lot. One thing I noticed is that if I start the camera calibration using Redshift, I get a really strange texturing effect, whereas if I am in standard renderer I can see the camera projection much more clearly.Now I have a bit of a challenge. I had to get images not from a camera, but from a Matterport 3d scan. Meaning that the images don't really have any lens information, they are screenshots from a 3d camera...I still seem to be able to get decent results, at least for quick and dirty placement of objects, but the lens is so wide that any cube I put in the scene looks like a rectangle, even though the objects in the Matterport view seem "ok".
Do you have any recommendations on working with that type of image?Here is a scene I am working on now
https://www.dropbox.com/scl/fo/umvcogd3048r13hfuk74h/APGoIeCJ-6HgDhwJhosScIg?rlkey=rvpwwv1qlbltfm0cb92a66wpz&dl=0And one important comment...The images are also manipulated in Photoshop to remove the furniture, as I have to place LED screens and projection screens etc..in the space, so that is why in the first project file you saw that strange "dipping" in the floor, it comes from the Generative Fill tool in PSD. Here I included both the "raw" screenshot (in the tex folder) and the modified version, but I don't know if it makes any difference in this case.
Thank you!
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RE: Modelling with Camera Projection
Thanks Sassi
Out of curiosity, when you first opened the project I sent, what seemed to be wrong? Was the overall camera projection and position correct?thanks!
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RE: Modelling with Camera Projection
Fantastic, thanks Sassi, I will try this approach with another shot!
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RE: Modelling with Camera Projection
Hello Sassi
Wow, this is perfect! I need to do this for some other photos and so I wanted to double check on your process
1/You worked in standard renderer, is this the better way to approach than working in RS with interactive render mode in the viewport?
2/I created the camera using the camera calibration tag. Is that a good approach?
3/The cube that was in my scene was at the right dimension for the room, based on my plans of the space, but. I can see that yours is very close.
4/I noticed your window polygons are all using the Geometry Axis of the room cube. Is that the way to place things accurately in space?
Thanks for any insight on the process! And thank you for the scene file! -
Modelling with Camera Projection
Hello
I'm working on a fairly simple (?) concept, to take a picture of a room, projection in on some simple geometry using camera calibation, and then adding some surfaces that are just supposed to act as "mirrors".
What I'm trying to do here it to try to make all the windows into reflective surfaces.
However I'm not sure if something has changed since Redshift integration, but I'm finding it pretty hard to navigate and place surfaces. In the attached file, you can see I started with the left windows, but they are completely off, and I'm not sure how to find the right position for them in space.
What are some tricks for navigating this projected space?
https://www.dropbox.com/scl/fo/y2z7pdh9d433fskovfovb/ANuUKuBdXLRWJOI2b2DnKaU?rlkey=3tu2kwi8u5co3l8oj95wg3jlq&dl=0Thanks!
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RE: Viewport selection with nodes
Hey Sassi
This is great! I forgot that you can add fields in selection tags...It is a bit hard to make it precise though, I find it very "on/off". I will play around with it a bit more, but this is a great approach, thank you very much!