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Bounty Ended with creativecoding's answer chosen by Robin Betts
Notice added Reward existing answer by Robin Betts
Bounty Started worth 500 reputation by Robin Betts
Updated title to better reflect the value of the accepted anwer / solution to the problem.
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How to project a texture on objects in ando projection mapping (fSpy-importedcamera mapping) scenewithout distortion, but without additional geometry (like manual subdivisions)?

With the amazing tool fSpy I wanted to reconstruct the interior of a house. I was able to import the fSpy project into Blender, do some basic modelling and UV "Project from view" seemed to work fine.

However, some parts of the image are not correctly UV projected, see image below. The corner of the table in the lower left is not projected to, which is to be expected outside the camera view, but not within camera boundaries! Additionally, when looking at the tray on top of the table, the background image does not align with the UV projected lower portion of the tray.

  • Question 1: In the 3D view (right), why does the UV projection not line up with the preview in the UV editor (left)?
  • Question 2: How to make it work?

Edit 1: I was able to answer the questions myself, see below. After some more trial and error I found an even better solution than described below. I will notes on that later this week!

Edit 2: Title was updated to better reflect what the solution does. Original title was: "How to project a texture on objects in an (fSpy-imported) scene?"

Two images, the UV editor and 3D camera preview. The UV coordinates seem to not be correctly projected in the camera view.

Additional notes

I suspect this UV coordinates that are off boundaries (x<0 or y<0) are somehow being automatically translated somehow, but I don't really know.

I made two small additional changes to better see what's going on. Cutting out those changes did not solve the problem.

  1. In the shader nodes editor, I have set the image texture from Repeat to Clip, so image on the right the problematic area is black and not couch-coloured.
  2. For the table object I added a subdivision modifier set to Simple (not Catmull-Clark). Without it the deformation on the table-top would be based on two triangles with even works deformation.

Related questions

How to project a texture on objects in an (fSpy-imported) scene?

With the amazing tool fSpy I wanted to reconstruct the interior of a house. I was able to import the fSpy project into Blender, do some basic modelling and UV "Project from view" seemed to work fine.

However, some parts of the image are not correctly UV projected, see image below. The corner of the table in the lower left is not projected to, which is to be expected outside the camera view, but not within camera boundaries! Additionally, when looking at the tray on top of the table, the background image does not align with the UV projected lower portion of the tray.

  • Question 1: In the 3D view (right), why does the UV projection not line up with the preview in the UV editor (left)?
  • Question 2: How to make it work?

Edit: I was able to answer the questions myself, see below. After some more trial and error I found an even better solution than described below. I will notes on that later this week!

Two images, the UV editor and 3D camera preview. The UV coordinates seem to not be correctly projected in the camera view.

Additional notes

I suspect this UV coordinates that are off boundaries (x<0 or y<0) are somehow being automatically translated somehow, but I don't really know.

I made two small additional changes to better see what's going on. Cutting out those changes did not solve the problem.

  1. In the shader nodes editor, I have set the image texture from Repeat to Clip, so image on the right the problematic area is black and not couch-coloured.
  2. For the table object I added a subdivision modifier set to Simple (not Catmull-Clark). Without it the deformation on the table-top would be based on two triangles with even works deformation.

Related questions

How to do projection mapping (camera mapping) without distortion, but without additional geometry (like manual subdivisions)?

With the amazing tool fSpy I wanted to reconstruct the interior of a house. I was able to import the fSpy project into Blender, do some basic modelling and UV "Project from view" seemed to work fine.

However, some parts of the image are not correctly UV projected, see image below. The corner of the table in the lower left is not projected to, which is to be expected outside the camera view, but not within camera boundaries! Additionally, when looking at the tray on top of the table, the background image does not align with the UV projected lower portion of the tray.

  • Question 1: In the 3D view (right), why does the UV projection not line up with the preview in the UV editor (left)?
  • Question 2: How to make it work?

Edit 1: I was able to answer the questions myself, see below. After some more trial and error I found an even better solution than described below. I will notes on that later this week!

Edit 2: Title was updated to better reflect what the solution does. Original title was: "How to project a texture on objects in an (fSpy-imported) scene?"

Two images, the UV editor and 3D camera preview. The UV coordinates seem to not be correctly projected in the camera view.

Additional notes

I suspect this UV coordinates that are off boundaries (x<0 or y<0) are somehow being automatically translated somehow, but I don't really know.

I made two small additional changes to better see what's going on. Cutting out those changes did not solve the problem.

  1. In the shader nodes editor, I have set the image texture from Repeat to Clip, so image on the right the problematic area is black and not couch-coloured.
  2. For the table object I added a subdivision modifier set to Simple (not Catmull-Clark). Without it the deformation on the table-top would be based on two triangles with even works deformation.

Related questions

Notice removed Reward existing answer by Robin Betts
Bounty Ended with creativecoding's answer chosen by Robin Betts
Notice added Reward existing answer by Robin Betts
Bounty Started worth 500 reputation by Robin Betts
added 102 characters in body
Source Link

With the amazing tool fSpy I wanted to reconstruct the interior of a house. I was able to import the fSpy project into Blender, do some basic modelling and UV "Project from view" seemed to work fine.

However, some parts of the image are not correctly UV projected, see image below. The corner of the table in the lower left is not projected to, which is to be expected outside the camera view, but not within camera boundaries! Additionally, when looking at the tray on top of the table, the background image does not align with the UV projected lower portion of the tray.

  • Question 1: In the 3D view (right), why does the UV projection not line up with the preview in the UV editor (left)?
  • Question 2: How to make it work?

Edit: I was able to answer the questions myself, see below. After some more trial and error I found an even better solution than described below. I will notes on that later this week!

Two images, the UV editor and 3D camera preview. The UV coordinates seem to not be correctly projected in the camera view.

Additional notes

I suspect this UV coordinates that are off boundaries (x<0 or y<0) are somehow being automatically translated somehow, but I don't really know.

I made two small additional changes to better see what's going on. Cutting out those changes did not solve the problem.

  1. In the shader nodes editor, I have set the image texture from Repeat to Clip, so image on the right the problematic area is black and not couch-coloured.
  2. For the table object I added a subdivision modifier set to Simple (not Catmull-Clark). Without it the deformation on the table-top would be based on two triangles with even works deformation.

Related questions

With the amazing tool fSpy I wanted to reconstruct the interior of a house. I was able to import the fSpy project into Blender, do some basic modelling and UV "Project from view" seemed to work fine.

However, some parts of the image are not correctly UV projected, see image below. The corner of the table in the lower left is not projected to, which is to be expected outside the camera view, but not within camera boundaries! Additionally, when looking at the tray on top of the table, the background image does not align with the UV projected lower portion of the tray.

  • Question 1: In the 3D view (right), why does the UV projection not line up with the preview in the UV editor (left)?
  • Question 2: How to make it work?

Edit: I was able to answer the questions myself, see below. After some more trial and error I found an even better solution than described below. I will notes on that later this week!

Two images, the UV editor and 3D camera preview. The UV coordinates seem to not be correctly projected in the camera view.

Additional notes

I suspect this UV coordinates that are off boundaries (x<0 or y<0) are somehow being automatically translated somehow, but I don't really know.

I made two small additional changes to better see what's going on. Cutting out those changes did not solve the problem.

  1. In the shader nodes editor, I have set the image texture from Repeat to Clip, so image on the right the problematic area is black and not couch-coloured.
  2. For the table object I added a subdivision modifier set to Simple (not Catmull-Clark). Without it the deformation on the table-top would be based on two triangles with even works deformation.

Related questions

With the amazing tool fSpy I wanted to reconstruct the interior of a house. I was able to import the fSpy project into Blender, do some basic modelling and UV "Project from view" seemed to work fine.

However, some parts of the image are not correctly UV projected, see image below. The corner of the table in the lower left is not projected to, which is to be expected outside the camera view, but not within camera boundaries! Additionally, when looking at the tray on top of the table, the background image does not align with the UV projected lower portion of the tray.

  • Question 1: In the 3D view (right), why does the UV projection not line up with the preview in the UV editor (left)?
  • Question 2: How to make it work?

Edit: I was able to answer the questions myself, see below. After some more trial and error I found an even better solution than described below. I will notes on that later this week!

Two images, the UV editor and 3D camera preview. The UV coordinates seem to not be correctly projected in the camera view.

Additional notes

I suspect this UV coordinates that are off boundaries (x<0 or y<0) are somehow being automatically translated somehow, but I don't really know.

I made two small additional changes to better see what's going on. Cutting out those changes did not solve the problem.

  1. In the shader nodes editor, I have set the image texture from Repeat to Clip, so image on the right the problematic area is black and not couch-coloured.
  2. For the table object I added a subdivision modifier set to Simple (not Catmull-Clark). Without it the deformation on the table-top would be based on two triangles with even works deformation.

Related questions

Improve title to be more descriptive and matching the original problem (and selected answer)
Source Link

After "Project from view", the projected image is deformed unexpectedly How to project a texture on objects in an (fSpy-imported) scene?

With the amazing tool fSpy I wanted to reconstruct the interior of a house. I was able to import the fSpy project into Blender, do some basic modelling and UV "Project from view" seemed to work fine.

However, some parts of the image are not correctly UV projected, see image below. The corner of the table in the lower left is not projected to, which is to be expected outside the camera view, but not within camera boundaries! Additionally, when looking at the tray on top of the table, the background image does not align with the UV projected lower portion of the tray.

  • Question 1: In the 3D view (right), why does the UV projection not line up with the preview in the UV editor (left)?
  • Question 2: How to make it work?

Edit: I was able to answer the questions myself, see below. After some more trial and error I found an even better solution than described below. I will notes on that later this week!

Two images, the UV editor and 3D camera preview. The UV coordinates seem to not be correctly projected in the camera view.

Additional notes

I suspect this UV coordinates that are off boundaries (x<0 or y<0) are somehow being automatically translated somehow, but I don't really know.

I made two small additional changes to better see what's going on. Cutting out those changes did not solve the problem.

  1. In the shader nodes editor, I have set the image texture from Repeat to Clip, so image on the right the problematic area is black and not couch-coloured.
  2. For the table object I added a subdivision modifier set to Simple (not Catmull-Clark). Without it the deformation on the table-top would be based on two triangles with even works deformation.

Related questions

After "Project from view", the projected image is deformed unexpectedly

With the amazing tool fSpy I wanted to reconstruct the interior of a house. I was able to import the fSpy project into Blender, do some basic modelling and UV "Project from view" seemed to work fine.

However, some parts of the image are not correctly UV projected, see image below. The corner of the table in the lower left is not projected to, which is to be expected outside the camera view, but not within camera boundaries! Additionally, when looking at the tray on top of the table, the background image does not align with the UV projected lower portion of the tray.

  • Question 1: In the 3D view (right), why does the UV projection not line up with the preview in the UV editor (left)?
  • Question 2: How to make it work?

Edit: I was able to answer the questions myself, see below. After some more trial and error I found an even better solution than described below. I will notes on that later this week!

Two images, the UV editor and 3D camera preview. The UV coordinates seem to not be correctly projected in the camera view.

Additional notes

I suspect this UV coordinates that are off boundaries (x<0 or y<0) are somehow being automatically translated somehow, but I don't really know.

I made two small additional changes to better see what's going on. Cutting out those changes did not solve the problem.

  1. In the shader nodes editor, I have set the image texture from Repeat to Clip, so image on the right the problematic area is black and not couch-coloured.
  2. For the table object I added a subdivision modifier set to Simple (not Catmull-Clark). Without it the deformation on the table-top would be based on two triangles with even works deformation.

How to project a texture on objects in an (fSpy-imported) scene?

With the amazing tool fSpy I wanted to reconstruct the interior of a house. I was able to import the fSpy project into Blender, do some basic modelling and UV "Project from view" seemed to work fine.

However, some parts of the image are not correctly UV projected, see image below. The corner of the table in the lower left is not projected to, which is to be expected outside the camera view, but not within camera boundaries! Additionally, when looking at the tray on top of the table, the background image does not align with the UV projected lower portion of the tray.

  • Question 1: In the 3D view (right), why does the UV projection not line up with the preview in the UV editor (left)?
  • Question 2: How to make it work?

Edit: I was able to answer the questions myself, see below. After some more trial and error I found an even better solution than described below. I will notes on that later this week!

Two images, the UV editor and 3D camera preview. The UV coordinates seem to not be correctly projected in the camera view.

Additional notes

I suspect this UV coordinates that are off boundaries (x<0 or y<0) are somehow being automatically translated somehow, but I don't really know.

I made two small additional changes to better see what's going on. Cutting out those changes did not solve the problem.

  1. In the shader nodes editor, I have set the image texture from Repeat to Clip, so image on the right the problematic area is black and not couch-coloured.
  2. For the table object I added a subdivision modifier set to Simple (not Catmull-Clark). Without it the deformation on the table-top would be based on two triangles with even works deformation.

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