So I tried yet another tutorial and was getting similar effects...However, unlike being stretched vertically,it appeared to be the opposite.
So I broke down the possible factors that could be contributing to this. I had gone through most of them in my head in the last tests but because this was slightly different from the others, I decided to go through them again.
It turned out that it was a simple error on my part (this time round) in that although the projection was coming from the projection camera, the render was viewing the projection from the perspective camera - despite the actual shot being from the projection cam...confusing. Nevertheless a very simple fix. Although I had checked this in the last tests, I had neglected to check it this time round.
Lambert texture again - affected by the light in the scene.
Surface shader - unaffected by lights in the scene.
Although I was naive in underestimating the task, it was not overly complicated (third time round). Nevertheless, what it has done is confirmed to me that this will be a rather complicated effect for the shot we will require. I'm unsure, with the complication of the shot, that we will manage to use this sort of method to do it successfully as there will be a moving camera, that moves through the scene. This means that the perspective of objects in the room will be changing, meaning a great deal of cameras and projections will need to be matched up to recreate the entire scene in this way.
The guys and I are meeting on Thursday though, so we will likely discuss this shot in more detail.



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