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Activity Forums Maxon Cinema 4D Clip camera texture projection based on ray angle?

  • Clip camera texture projection based on ray angle?

    Posted by Nicholas Toth on June 23, 2017 at 5:09 pm

    Banging my head into the wall trying to figure this out.

    Essentially I have a bunch of cameras from a photogrammetry program, linked to projection textures on a single object. I am trying to create procedural alpha channels for those projected textures, based on the angle of the projected texture.

    My goal is to be able to create an alpha channel based on the projection angle from the active object to the camera.

    Think of it like this, if I have a scene of where a wall meets a floor, and I have two photos, one aerial looking down and one floor level looking at the wall, it would make the most sense to use the aerial photo to project the floor and the ground level photo to project the wall — but I want to have cinema decide how the alpha channel works.

    Dabbled using fresnel, and it only works with edges, started working with the normal shader, but its not really where I want it to be at this point.

    Any ideas would be helpful! I’m going to just manually paint them, but was curious if there were any shaders to reduce paintwork as much as possible.

    Nicholas Toth replied 8 years, 10 months ago 2 Members · 2 Replies
  • 2 Replies
  • Brian Jones

    June 23, 2017 at 6:32 pm

    any reason not to limit (from your example) where the floor and wall textures end by just using polygon selections to limit the texture?

  • Nicholas Toth

    June 23, 2017 at 6:42 pm

    Totally doable! But when you have 200+ textures I was looking for a cheat system.

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