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Showing posts with label camera mapping. Show all posts
Showing posts with label camera mapping. Show all posts
Friday, March 02, 2012
Rubik's Cube Camera Mapping UV projection TEST + Blender + After Effects
Another (very) brief experiment using the UV projection modifier in Blender.
The resulting 3D animation is made based on a single still photograph that was projected onto some basic cube shapes, then a separate camera was used to render a short animation.
The cubes only have 3 sides each and are simple flat planessubdivided and rendered with a normal map.
The scene was re-lit in Blender in order to create realistic 3d shadows. This was the part that really amazed me while doing it in Blender 2.62: The GLSL preview allowed me to make changes to the lighting and see exactly what it would render like in realtime!
I haven't used Blender that much since it's complete UI overhaul and the last project I used it for was in Blender 2.49 using a crappy computer. It's taken me a little while to adjust to the new UI - and initially I was sceptical of the changes are meerly cosmetic and a case of bulking out the software a bit too much - but I am won over.
Blender truly is the best software progrma out there for 3D animation and modelling. It always was fairly intuitive in terms of it's workflow but occasionally you could very easily get lost in it's little buttons and menus. Versions 2.5+ have worked hard on fixing that.
Ok, lets get back to the little test footage above.
The cubes lighting up was added in After Effects using a keyframed 'Paint Fill' plugin. set to 'add'.
The 'music' (cough!) was thrown together and added also in After Effects.
Problems? Well, it's basically just a few cubes with textures projected onto them and there was no attempt made to make a more complex Rubik's Cube shape that would have added more realism. But camera projection mapping is all about saving time and getting a animated shot from a still photograph so, from that point of perspective, it does what's expected of it.
I'm looking forward to doing more experiments in camera mapping to see what effects I could use in my planned sci-fi feature.
Stuff used: Blender 3d, Adobe After Effects, Reaper, Nikon Coolpix camera for taking picture (obviously!)
Wednesday, February 29, 2012
2D to 3D Camera Mapping Blender 3D + Adobe After Effects TEST
Another version of the camera/projection-mapped shot of a gas station I did earlier this week.
This time I have more parallax in the shot to show depth. You need to take into account that this is just a single still photograph that has been converted into something that allows camera moves (although limited, I admit).
Rendered/modelled (using basic cubes and planes) in Blender, then composited in After Effects (dirt, grime, lens flare, colour correction, various blurring and extra camera shake to simulate a 'real' camera move).
There are still lots of problems with this shot in terms of getting away with it being inserted into a live action film and not sticking out like a sore thumb:
- The primitive shapes (boxes and planes) I used to construct the 3D scene could be added to in order to create more depth - particularly on the gas station shop which could do with extrusions around the windows and doors in order to add a more 3-dimensional feel.
- The reflection of the gas station on the ground is a bit sad looking. I didn't spend any time on it and the reflection in the previous example is far better (becasue I spent a bit more time on it).
- The Ice Box could be modelled in basic 3D instead of being part of the gas station shop facade.
- I should have rendered a separate depth pass which I would then composite to add true depth of field in After Effects. Instead I just masked out sections of the background in After Effects and faked a depth of field using the camera lens blur effect.
- More atmospheric haze and debris would add depth to the shot and help reduce the feeling the gas station is just a model rather than a real, full-sized construction.
- I drastically reduced the speed of the shot in After Effects to add more 'weight'. I also added little bumpy wobbles to the camera move to simulate a real-world camera person. But I can't help feeling the the shot could do with being slowed down even more.
But this is just an experiement and now I know that camera mapping works and is relatively simple to achieve one the initial set-up is done. Going into The Gimp (or Photoshop) and breaking a still photograph into individual layers based on how they occlude what is behind them, then using the clone tool to fill in the gaps left behind when theose foreground/middleground, etc elements are removed is time consuming (and boring).
Also, setting up the 3D camera in Blender (or any 3D package) and trying to match the angles is a pain in the *%$!
But once that hard stuff is down you star seeing how cool an efect UV camera projection is!
Monday, February 27, 2012
Blender UV Projection Modifier+Adobe After Effects+Camera Mapping TEST
A very quick and basic test of camera mapping using Blender 3D and After Effects.
I used a still photograph and used the UV projection modifier in Blender to 'map' the image onto some very basic geometry. The camera move is very slight - and the 'shot' lasts just 2 seconds! -but you can see that it works.
I then took the render in After Effects and added film grain, colour correction, and motion tracked smoke elements and lens flare. I also added a reflection on the ground in After Effects to simulate wet ground around the gas station.
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