Blender 2.8 Bake camera mapped projected texture tutorial
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- Опубликовано: 17 мар 2019
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CAMERA MAPPING TUTORIAL: • Blender 2.8 Camera map...
In this blender (2.8) tutorial we go over how to bake camera mapped projected textures onto any custom uv map. We use cycles baking along with some clever tricks with uv unwraps to achieve this effect. Кино
Still relevant for blender 4 for those who are wondering. Great tutorial, just what I needed this morning!
The default cube didnt get deleted. THE DEFAULT CUBE DIDNT GET DELETED!!!!!!
rip
My man was loved for once
Good job my home boy default cube
Ladies and gentlemen, we got e'mm
The default cube got deleted then he added a cube.
@mike rusby The default cube got deleted then he added a cube. proven edition!
would be cool, if you could show this technic on a more complex object and out of 2 or 3 perpectives.
This could be a cheap way to do a "photogrammetry scan"
So far, Thx alot!
A great technique, very well explained. As an older guy trying to learn Blender I really appreciate your help and thoroughly enjoy ALL of your tutorials. Thank you for yet another learning experience. Dg
Best screen capture keys so far ive seen
Could you do a video on a more difficult object (Like a car or plane) that uses like three or four different perspectives and how to UV unwrap, project and bake it into one photo? Maybe add how to set that up as a custom PBR setup too. Photorealism being key, I'd like to know how to do this process for visual effects. You make great videos!
I promise. I will never skip ads in your videos.
this is clearly an advanced technique! Very interesting and well explained. Thx
Thanks. Everyday I learn free tutorials on youtube. And now im using blender for 2years still improving. Hope this channel grow and more helpful tutorials in the future. keep it up
Thank you! Keep going with your progress as well :)
You don't need to use a calculator, blender inputs can do math.
oh yeah boi lol
This channel is incredibly helpful! Glad to know I'll be able to claim being an OG sub when you break 1,000,000.
One way to get a fast resolution on the backfacing sides is to use the front images by moving the UV islands on top of the new texture (and rotate them) - this does not give you a backside, but if you do not have an image to source from, it at least gives an undistorted 360 view :-).
Great idea! In this case I guess it should be very similar to the actual result since they usually repeat some of the sides when they make the box :)
Are there any tools to simplify doing that? I was trying to do some pixel art kind of stuff and need to manually move dozens of individual UV islands to the same location on the texture. Is there a way to copy and paste uv coordinates? Is there a way to rotate the IDs of the UV verts without actually rotating the UV island shape?
To do this at a large scale (as far as I'm aware) will require some scripting (which I'm in the process of getting familiar with). Maybe you can make a uv selection of all faces that you want in the same spot and then run a loop until you exhaust that list which moves each relevant uv face to a set 2d position?
ThinSoldier www.blendernation.com/2018/11/25/scattr-free-tool-for-procedural-texturing/ might be what you are looking for.
Great tutorial! Thanks for sharing 👍
Very cool technique, after my current uni projects are done and i have holidays, I will watch through all your videos :D
Thank you! :)
ninja, I did it, you taught me some important things about uv mapping and shaders, thank you
i have seen a lot of tutorials on.youtube . yours are.the best so.far
This camera mapping stuff is amazing, thanks for explaining this, subbed
Would love to see a re-run of this but explaining how to do multiple camera views, so that the whole object is mapped. Thanks great video!
Straightforward and thorough many thanks many thanks many thanks
No need to increase amount of samples in this case. Samples don't affect several passes out of all; Emit, Diffuse (if Color only) and Normal are the most important ones out of those that do not depend on that.
Thanks for the tutorial.
Very useful. Thanks!
Pretty cool. Thanks for sharing 👍
OMG thank you so much this is exactly what I needed
You know what? This is really perfect way to make low-poly models out of real-life objects :)
great, thanks for sharing.
Great tutorial as always! I have just a bit of confusion, that how does the baking know what target to bake onto? Is it just the current active (selected) set of object, node and UV, as it appears to me in the video?
EXCELLENT tutorial
Super helpful, thank you!
If the amount of projections is increased, would you need to add more image texture nodes?
Thanks. Could you show how to do it without Fspy? I have an image that has no clear vanishing point.
How do you bake the missing sides onto the same „cube“ so that you can rotate it and see all sides with the correct texture?
Maybe it would be possible to project a face picture onto a 3D face mesh?
Well done
Hi, I'm trying to do the same thing following your video but I have a problem, saved the fspy file, when the amount on blender doesn't show it to me, I only see the cube framed by the camera, I would like to know how to set it up, thank you .
am i really have to do this for every model i do fast with camera projection? is there any way to do fast camera projection + modeling so i can have any 3d model textured for background for example
The thing you have set up for keypresses should be mandatory for ALL tutorial videos.
there is a version of that built into blender I think
Amazing
How can I render to texture in Blender 2.8?
I need to get an life image from a camera displayed on a plane (like a mirror or so).
Before 2.79 it was possible with a few nodes and a RenderToTexture script, but in 2.8 I lost my way.
Thanks in advance
Wicked, thanks!
ur my little dudeman
Can't we do it using projection painting?
I'm wondering if this technique can work with animated textures or for saying in another way instead of having an still image as a background we use a video as a background? Thanks for sharing!
so awesome!!!!! Cheers buddy:)
😉
is this really the way to get this to work? seems a little insane that project from view can't do a simple stretch without upping the poly (FOR A TEXTURE) or adding all these work arounds
thanks for sharing
Power of UVmaps is unlimited!
Finally my questions are answered
Calculator shortcut: blender numerical inputs can accept python math expressions, like "1920/1080.0"
How do you bake the image sequence using this technique?
The best ever advertise for *CRUNCHY*.....;)
make me feeling complex!
Outstanding! Part 2, multilple images :) Thanks
Hey, Can you do the same with multiple photos of an object, to map it from every side? Can you do it for complex shapes?
You could, just assign different materials to different parts and use the same steps for each one
whats about organic shapes? how do a correct alignment without clear xyz axes? for example to project one of 25 images of a 3d scan of a human head on the scanned 3d model correctly? it would be terrible if i have to do all these steps for 20 or 50 textureimages again and again too. is there a possibility to set points in the image which are correspond with same in the 3d model. fe. like in meshlab (mutual information) to aling and correct the camera position ?
you are king
What's the difference between this and your other texture painting tut? Seems similar, minus using fspy no?
I see you're using C4D, Davinci and ZBrush. It would be interesting to learn why do you prefer those for certain tasks.
awesome
where is the bake section inside the render properties for 2.82 ?
can you just do unwrap from view while lookin from the camera
To save Texture space, you could just have 6 faces to map only 3 texture regions, as you won't do other pictures from the box.
woooow thankssss
there is camera vector in Texture Coordinate node. I think it would no the same. Without deforming.
How can i transfer this to roblox studio
I made one thats decent but dont know how to put it in roblox
@@ho05251 is it going to keep the baked texture?
@@ho05251
:l
remove this name before people say you are cringe or something
So well and carefully explained step by step, and even with general idea reviews at the end! I've come back to watch this tutorial and realized that I really appreciate this earlier style of teaching. It seems that, although very entertaining and fun, you've become manic and way too fast in your more recent tutorials. I enjoy your tutorials and am very grateful for your time and effort, but in my humble opinion, I kinda like these earlier, more "professorly", style tutorials better for learning. Thank you and please don't take it the wrong way. You're great (and maybe a bit of a genius)!
I think is harder to make the fast ones. In this just do the thing and record it. The fast ones need more editing, focusing in the important points and you watch it even if you dont need that info right now.
can you do this in 2d animation
Doing this would allow you to fracture it properly, yes?
me watiching the video a 1.75x speed because i'm used to fast cgmatter by now.
how did you make camera like that
Help Me! What If I want to put an image on object without changing its UV? Like using Camera or Window as Texture coordinate instead of UV. Can I bake it on that object?
You, Sir, deserve a round of applause. I was struggling to understand the idea behind all the uv swapping happening in other tutorials. Thanks a lot!!
One question though, at around 12:25 you show the tesselated geometry's UV and said that this is not the ideal uv unwrapping. But why is it not ideal? I mean it gets the job done and puts the texture at the right place doesnt it? 🤔
For everyone : Jump to minute 10:00 that´s where this tutorial starts.
Hey comments! I did it and it looks great but after exporting it the textures on the export are wrong again like in the original!
HELPS
I do not understand how the opposite direction to settexturerect right! To the opposite side showed the same thing!
Do you have to do the incorrect way in order to do the proper way? Is there a straight forward way of just baking the camera mapping onto one object from the start?
Really nice tutorial, learned a lot. By the way, if you own Photoshop you can use the tool called Perspective Crop to straighten each side of your object (in this case it was cereal box) and save it in one image. Then you just need to adjust it in blender to match faces :p
Or Gimp, using the Perspective tool.
Yes, this is how I've always done it, however in this video the tool used FSpy the template it creates is good for getting the scale setup quickly and use the image from the template to setup the UV immediately after, I can see how this can be a great time saver to create the initial texture and UVMap. This is even more a valuable tool if you're often using images like this for texturing often.
Is DefaultCube the low res projection of CGMatter?
Does fspy only work for photos that have a perfectly straight z axis? It hasn't worked well for me in the dozens of random photos I've tried.
Should work the same as long you have 2 axes that you can define sets of parallel lines on. In this case (if you want one of the axes to be z) of course you need to either use xz grid or yz grid. This should allow you to avoid any vanishing point errors you might have. Also make sure to try different sets of parallel lines on the same photo to see if you get a better solve.
The box was not slanted, you needed to match the camera lens.
Very interesting. A bit like watching someone make a cake from one they digested earlier. Might be easier to make one from raw ingredients.
Uh... Ok?
My image isn't properly projected onto the geometry even after changing the aspect ratio in UV project modifier Its distorted, Please help.
you're so smart
here is a stupid little hack that might help some beginners: to make this effect work on all sides of the cube in one bake, when you unwrap the target cube, put the front and back face UVs on top of each other, same with the top and the bottom faces and the left and the right faces, that way, whatever image is showing on the front, it will also show on the back, it might not work with all objects though, sorry for the terrible explanation haha, great video, thanks man.
That's a lot of work. I would just set the perspective and cube up, unwrap it and go straight into texture stencil mode and paint the texture onto the object.
Tutorial on this?
Second tiedtke. Would love a tutorial on an easier way to do this.
So, how could I add another camera projection, if I wanted to rotate 360° around my object, for example. And what should I do if my object is not a perfect, uniform structure like a box or cube? Thanks.
It would be as easy as going back to Fspy and opening up another image for the other faces, lighing up the X/Y and then saving. Then going back to Blender and opening up that new file with your current blend file - you'll end up with 2 fspy cameras in one file; you then switch to your new Fspy camera and line up as with your first and paint those missing faces.
Dude, wouldn't it be faster to just UV unwrap the box and manually move each of the 3 faces to match up with the image?
default cube get to work
I'm learning Blender for fun but I wonder after acquiring the skill showed in this video, who would pay for this kind of job?
Did anyone got this to work? I'm trying to bake textures for a chair so I can mix the photo texture with a hires procedural texture, but I try to do the baking, and either the image baked is in the perspective of the projection, or just blacks out. I'm not sure if this is because the unwrapped low poly is in an UDIM tile
DId you ever get this to work? Trying to do the same and getting the black screen too
I don't understand why the original mesh needs subdividing for the projection to look correct. It's the same shape.
Subscribed. (And I'm VERY picky!!!) lol
a side tip/info bit;
the reason the cube didnt align right up is because there are no perfectly straight, perfectly parallel, 100% angles (like exactly 90deg), flat surfaces or perfect circles in the real world. In fact we go through an entire scientific process to get a surface that is square and flat for machining and is exceedingly difficult as the tolerance you have to work with (1oooth, 10oooths etc) gets smaller. You will have to keep this in mind when you are setting stuff like this up.
The power of bacon. All hail the bacon!
Great tutorial, maybe you can change GPU Tile size to bake image size ex. 1500 x 1500 it will boost your bake speed.
I guess this doesn't apply to blender 2.8 as this version uses both cpu and gpu. Then you should let it be at default, if I'm not mistaken. Also, you should play around with the tile size and see what's fastest for your gpu. I found it to be fastest at 512, however this was with 2.79
It’s work with 2.8. Higher tile sizes only works with GPU. Just uncheck CPU from settings, than enter target image size to Tile size.
@@gunduzhan But why would you uncheck cpu? Won't the render be faster if you utilize both cpu and gpu together? Or what's the point of having that feature if it doesn't help render time?
@@boblesaft Because if you selected GPU+CPU rendering simultaneously you can't use higer tile sets efficient. Here's detailed information: devtalk.blender.org/t/why-is-texture-baking-so-mind-meltingly-slow/5653/4?u
How is it undistorted what, thats some dark magic
I tried to do by myself and I have to said is that the image you use must be a high quality because it is noticeable when you extract images from an 20 megapixel image with low res
20:12 - Node Wrangler
Select Emission > Ctrl T
Hey pls help
How to do it in 2.79
Just get 2.8, I dont see why not.
it's the same process
I don't know why the title got translated to spanish but It makes little to no sense at all as It is right now
looks bit complicated for a first time and i want to project whole castle on model lol.
Next tutorial though, I would leave out the steps that are incorrect and only focus on the steps that are needed. That made the video much more complicated.
Yes!! I don't know what is right? so now I have twice as many instructions n my head and now I need to take half of them out and still have something that works in the end.