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UV-map GoPro lens correction. Hi In trying to figure out the vMix UV title mapping I had some fun with Gopro footage in order to remove the lens distortion. Hey, This post has intrigued me for a while now. I have some live shots with box cameras and small lenses which gives the fish eye distortion. I'd love to correct the fish eye in vMix. I can't figure out how I would go about creating a uvmap that is specific to my lens distortion. Thanks, -Brian. I did this by adding both the uvmap and sample image in photoshop, grouping them and making them a into smart object with sample image on top.
Then you do the wanted correction, afterwards open the smart object and hide original photo, save as uv map.
How to apply a UV distortion Map on the camera ?
I am quite clear of the workflow in UV editor but this is something I have not come across, I know I can apply the checker, but this is more computer displaying the stretching which I think is a handy tool. Yes there is an option to display UV distortion.
Select Angle to display angular distortion, or Area to display area difference between the UVs and the 3D faces. In the UV Editor panel on the top right you'll find a dropdown named "Display". Happy blending! Since in latest builds "Display" button is gone to show UV stretch you need to go to sidebar shortcut key "n" than switch to "View" tab and then under "Display" you have expandable option "Overlays" and under that option you have "Stretching" option which is also expandable and has options to choose between "Angle" and "Area".
Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Is there a way to show distribution of UVs as a heat map?
Ask Question. Asked 4 years, 10 months ago. Active 10 months ago. Viewed 16k times. Ray Mairlot Dawn Isgood Dawn Isgood 81 1 1 gold badge 1 1 silver badge 2 2 bronze badges. Active Oldest Votes.Tracking, Fisheye lenses and RE:Lens
Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. It only takes a minute to sign up. I'm having trouble with some distortion on my unwraps on the upper hull of the CSS Virginia. Initially, I tried using top down orthographic unwraps of the mesh, but in those attempts one meant for a tiling texture, the second for more traditional texturing there is some obvious distortion especially near the top of the hull.
I've also used unwraps with seams, but they don't seem to make any difference. I'm quite stuck as to how to resolve that distortion. I think you should try to increase the level of subdivisions of the Subsurf Modifier. It may also be the matter of how you've unwrapped your mesh.
I'll suggest you the way how to do it. Unwrap the mesh using Follow Active Quads method. The result of the unwrapping after you scale the UV island may be something like this. Now you have quite even distribution of the texture and there is no distortion. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Asked 4 years, 8 months ago. Active 1 year, 2 months ago.
Viewed times. Glorfindel 1 1 gold badge 6 6 silver badges 11 11 bronze badges. Joe Joe 11 1 1 bronze badge. If not, I'll end up plating the hull by hand in space. Active Oldest Votes. Paul Gonet Paul Gonet I tried it on a few of my models, but unfortunately they all ended up looking fairly insane I'm guessing either the geometry is too 'complex' or that the cut-outs for the ports are messing things up.Map UV node.
To apply a texture to individual enumerated objects the ID Mask Node could be used. The input for UV render pass. See Cycles render passes. The resulting image is the input image texture distorted to match the UV coordinates. That image can then be overlay mixed with the original image to paint the texture on top of the original. Adjust alpha and the mix factor to control how much the new texture overlays the old. When painting the new texture, it helps to have the UV maps for the original objects in the scene, it is recommended to keep those UV texture outlines around even, when shooting is done.
In the example below, we have overlaid a grid pattern on top of the two heads after they have been rendered. We can use this grid texture to help in any motion tracking that we need to do.
Adding a grid UV textures for motion tracking. In the next example, we overlay a logo on top of a mesh composed of two intersecting cubes, and we ensure that we Enable the Alpha premultiply button on the Mix node. The logo is used as additional UV texture on top of the existing texture. Other examples include the possibility that there was used an unauthorized product box during the initial animation, and it is needed to substitute in a different product sponsor after rendering.
Adding UV textures in post-production. Blender 2. UV The input for UV render pass. Hint When painting the new texture, it helps to have the UV maps for the original objects in the scene, it is recommended to keep those UV texture outlines around even, when shooting is done.So, as the camera is zoomed in and out, the distortion parameters are automatically varied.
This provides for a very realistic level of camera distortion simulation. There are two ways to generate. One is using a set of calibration images obtained by photographing a calibration chart with the camera we want to measure.
The other one is using any photographs and manual analysis. V-Ray lens files are created with the lens analysis utility, from a set of calibration images, photographed with the camera we want to measure. They may also be created from arbitrary photographs using manual analysis. The general workflow to produce a. VRLENS file for a particular camera or a particular lens, if the lenses are interchangeable is like this:.
Alternatively, you can use arbitrary photographs and manual analysis to obtain the lens profile:. If instead of a. Using the correct ratio is beneficial for the accuracy of the method. Both ways work. The grid lines need to be straight and free from defects e. The illustration below shows an example calibration chart.
The camera is to be placed directly in front of the chart, so the photograph to be taken contains the whole grid and just a bit of margin around it. Ideally, the four L-shaped corners should correspond to the corners of the photograph, but it doesn't hurt if they don't — it is fine as long as the whole grid is present and it doesn't come too close e.
The image center should be the black dot in the middle of the grid the software is picky about that —only 1. Other things you should pay attention to:. Enough illumination should be provided, to ensure fast shutter speeds when using suitable ISO settings to eliminate the possibility for motion blur or excessive noise levels.
Correct focusing. Fuzzy images might be hard to analyze. Image resolution: 2 megapixels is sufficient.
The utility gladly accepts larger images, but they don't provide better accuracy. JPEG is sufficient for the purposes of the analysis. For a prime lens i. For a zoom lens, you need several photographs at various zoom levels to build a complete profile of the lens V-Ray will interpolate the distortion parameters during rendering, so a few photos are sufficient. This means you have to re-adjust the zooming of the lens, and the camera position several times and make a photograph at each focal length.
These calibration photos should cover the entire lens range. The amount of calibration photos required for an accurate profile is somewhat variable and depends on the type of lens and your needs. A simple rule that you might find useful is to consider the zoom factor of the lens and use the same amount rounded to integer of calibration focal lengths. On more wide-angle lenses, where the distortion is usually more prominent in the wide end of the zoom range and the parameters there change fasterit makes more sense to concentrate more photos in the wide end.
In our tests at Chaos Software, creating lens profiles proved to be a tedious job, so you may find these hints useful:. Most important of all, it is strongly recommended to use a tripod during the photography. It eliminates many of the factors that may ruin your images to the point they get rejected by the lens analysis utility. Take a few photos at each focal length for redundancy reasons. The utility will later assign a score to each photo, so you can easily choose which images to keep or discard.
The utility may reject a photo for various reasons, but the most common is because of existing perspective distortion. It means that the camera wasn't directly in front of the center of the calibration chart during the shot.Is there a mapping between Surface and UV mapping? If I remember me right is caused by connected mesh edges are sharing the same UV coordinates. Here a simple example.
Understanding UVMaps - Warping with STMap - Pt. 1
I would be glad to see a solution too. Sounds like that leaves me two options: either build the model in 3dCoat and then use the UV Mapping and Retopo Room to complete synching-up the seams - or use Rhino and pray that Unfold 3d or Headus will accommodate the Rhino OBJ well enough to fix-a-flat and unwrap it with the seams lined-up.
Seems like with the loss of TSplines, weak UV Mapping the hybrid Rhino nodes littering the Grasshopper landscape - this Rhino may soon join the endangered species list. Suddenly a Rhino has emerged from the Savannah with Grasshopper legs! Did you something with the mesh that caused the distortions?
Also, if you have an original mesh without distortion you could try to transfer the UV from the original mesh to the edited mesh per custom mapping. I was the troublemaker trying to make knots? The whole forum was in a knot! What other addictive software are you using? Unwrap 3d? Anyway - yeah, is Mr.
Warmth still alive? Yes, I remember me on the name and something with knots …. My latest tool I discovered - Enscape for Rhino. Processed means, if you edit the mesh some Rhino tools could force a welding or something like this.
Thiebault January 1,pm 1. Micha January 3,am 2. Texture mapping mesh. Thiebault January 3,am 3. Micha January 3,am 4. Unfold3D or Headus should help. Thiebault January 3,pm 5. Micha January 3,pm 6.Give Feedback Support Portal. The STMap node allows you to move pixels around in an image. STMap uses two channels to figure out where each pixel in the resulting image should come from in the input channels. You can use the Copy node to merge the two distortion channels in with your image channels and then select the two channels in the U and V selection boxes.
The U and V values are the absolute position of the source pixel. The values are normalized to be between 0 and 1, where 0 is the bottom left corner of the input image, and 1 is the top right corner. You can also calculate the lens distortion on one image and apply that distortion to another image using the STMap node. See LensDistortion for more details. An optional image to use as a mask.
By default, the distortion is limited to the non-black areas of the mask. At first, the mask input appears as triangle on the right side of the node, but when you drag it, it turns into an arrow labeled mask.
If you cannot see the mask input, ensure that the mask control is disabled or set to none. If you set this to something other than all or noneyou can use the checkboxes on the right to select individual channels. The two channels that are used to calculate the distortion for the input image. The values are normalized to be between 0 and 1, where 0,0 is the bottom left corner of the input image, and 1,1 is the top right corner.
Enables the associated blur channel to the right. Disabling this checkbox is the same as setting the channel to none. Values in this channel are added to the size of the area to sample, to add extra blur or diffusion to the distortion.
Enables the associated mask channel to the right. The channel to use as a mask. The distortion is limited to the non-black areas of this channel. Inverts the mask so the distortion is limited to the non-white areas of the mask.
Check this if the UV and blur channels have been premultiplied by the alpha channel, such as when output by a renderer. Select the filtering algorithm to use when remapping pixels from their original positions to new positions.
This allows you to avoid problems with image quality, particularly in high contrast areas of the frame where highly aliased, or jaggy, edges may appear if pixels are not filtered and retain their original values. Lanczos4 provides the least sharpening and Sinc4 the most.