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Erm, I'm a bit late here, but this might be what you're looking for:
http://runevision.com/3d/include/#96
"Illusion Include File" - don't let the name and the description stuble you.
What it really does is just project an image from the camera onto the scene,
with parameters that makes sure the projection matches a given camera
definition exactly.
Rune
--
http://runevision.com
Samuel Benge wrote:
> Hi,
>
> The recent ambient occlusion thread(s) got me thinking about a way to
> use a radiosity-derived dirtmap pigment which would not affect (final)
> render times too much. The idea is to pre-render the object with a
> white background and radiosity, and use that image as a mask for the
> final image. But I want the image data available as a pigment for the
> target object. screen.inc won't accomplish this, AKAIK, plus I like
> to use a fisheye lens for all my scenes (I always hide the black
> circle border).
> My most successful attempt used a translated and scaled image with
> warp{spherical} applied. Point_At_Trans aligned the pigment to the
> target object. The pigment was then translated to the camera's
> position, but was applied to the target object. From there I could
> add different pigments/textures to the white and black areas, thus
> creating the effect of rust in corners, as an example.
>
> The problem is that the edges of the image pigment don't match up to
> the edges of the render window. I got pretty darn close by
> experimenting with different values, but the image's edge curve is
> always different.
> Has anyone run into a similar problem? Any solutions? Can anyone think
> of something that *might* work? I would like to keep using my fisheye
> lens camera, but I'm afraid a real solution to my problem would only
> work with the standard type.
>
> Thanks in advance~
>
> ~Sam
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