Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 08-04-2004 , 09:54 PM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346

Texturing based on camera direction

Does anyone know how to write a script that would planar projection map all the faces of a model visible to the camera along the direction that the camera is facing (with all the default planar projection attrs)?

I'm planning to use this in conjunction with "use frame extension" and a sketched-looking outline (tomcat) in order to acheive a hand-drawn effect. This script (if it's possible) would create painterly shading that has different texture and strokes each frame because of the 'use frame extension' images, and scales with the closeness of the camera. (if it just did a planar projection on all the faces instead of only those visible to the camera, the strokes in the image would seem to get bigger as the camera moved closer).

Thanks!

# 2 12-04-2004 , 01:33 PM
Alan's Avatar
Moderator
Join Date: Oct 2002
Location: London, UK
Posts: 2,800
ok this might help.

Create your camera and your model I used a tours just as a test. THen apply a planar projection to it.

Now in the channel box right click the projection centre X box and create an expression. set it to:

polyPlanarProj1.projectionCenterX = camera1.translateX;
polyPlanarProj1.projectionCenterY = camera1.translateY;
polyPlanarProj1.projectionCenterZ = camera1.translateZ;

replace the camera name and the projection names with yours. Now apply a texture to it and move the camera, you should see the texture moving based on where the camera is.

Hope that is some help

Alan


Technical Director - Framestore

Currently working on: Your Highness

IMDB
# 3 12-04-2004 , 07:49 PM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346
that's exactly what I needed! thanks so much.

# 4 12-04-2004 , 07:53 PM
Kurt's Avatar
Registered User
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,310
Danny has a script on his website that i use all time its great...


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 5 12-04-2004 , 09:07 PM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346
I'm having a bit of a problem- in the channel box there aren't any options for the projection. I must be missing something...

Thanks

EDIT: It worked when I selected all the faces of the model and used the planar projection command on the polys shelf. hmm. before I was selecting edit polygons--->texture--->planar projection. Hrm.


Last edited by carrot juice; 12-04-2004 at 09:27 PM.
# 6 13-04-2004 , 08:18 AM
Alan's Avatar
Moderator
Join Date: Oct 2002
Location: London, UK
Posts: 2,800
it creates a node underneath the shape node of the object that's where the channels are.

Alan


Technical Director - Framestore

Currently working on: Your Highness

IMDB
# 7 14-04-2004 , 06:57 AM
Registered User
Join Date: Apr 2004
Posts: 2
that's exactly what I needed! thanks so much.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads