Timeline for Camera projection without generating UV's?
Current License: CC BY-SA 4.0
12 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Nov 9, 2018 at 14:34 | vote | accept | brockmann | ||
S Nov 1, 2018 at 22:59 | history | bounty ended | brockmann | ||
S Nov 1, 2018 at 22:59 | history | notice removed | brockmann | ||
S Oct 27, 2018 at 12:42 | history | bounty started | brockmann | ||
S Oct 27, 2018 at 12:42 | history | notice added | brockmann | Draw attention | |
Oct 27, 2018 at 6:47 | answer | added | Rich Sedman | timeline score: 15 | |
Oct 26, 2018 at 10:56 | comment | added | brockmann | Thanks, I'll take a look @RichSedman. Using the window coords is not an option, because I need to see the actual projection mapped onto the objects in the 3d view. I'd basically like to get the same result as project from view does and ideally just assigning the shader to each object. Yep, "undistorted" from the projector perspective/view is what you'd expect from that. | |
Oct 26, 2018 at 6:14 | comment | added | Rich Sedman | You could either use that example and set the 'empty' for the source of the projection to copy location from the camera or you could just use Window coordinates. However, I'm unclear as to the actual effect you're trying to achieve - if the image is projected from the camera and viewed from the exact same spot it will be effectively undistorted at all and will look very unnatural. Is that what you're trying to achieve? To perhaps bake the result to the material so as to analyse how it's visible from the camera? | |
Oct 25, 2018 at 9:00 | history | tweeted | twitter.com/StackBlender/status/1055383524516265990 | ||
Oct 25, 2018 at 7:52 | comment | added | brockmann | Looking good @RichSedman Can we make that work for a camera projection as well? | |
Oct 24, 2018 at 19:55 | comment | added | Rich Sedman | Related : blender.stackexchange.com/a/71334/29586 | |
Oct 24, 2018 at 19:37 | history | asked | brockmann | CC BY-SA 4.0 |