Are you
a Maya user looking to set up accurate camera projection within
Maya itself?
Look here...
Are
you a Maya user looking for a camera mapping
tutorial? Look here...
don't miss this one!
Are you
a Maya
user looking
for a way to do accurate camera
projection in Renderman?
The
trick is to set the Slim Projection manifold correctly.
First,
postion an mtor coordinate system so it matches the
position of the camera from which you want it to project. (You'll reference
the shape name of that coordinate system in your shaders.) If you wish,
you'll be able to animate the camera, while allowing the mtor coordinate
system to remain in one place — an often useful technique. Alternatively,
the coordinate system could be parented under another a second immobile
camera.
Let's
begin:
Create a standard Planar-Z
projection using a Slim shader.
Enable
the "Planar Z Perp" projection type from the pulldown menu.
In "field of view" enter the camera's FOV, divided by 2.
Disable "Planar for Textures"
Use these "post projection" settings:
S repeats "- 0.5"
T repeats "- 0.5"
S offset "0.5"
T offset "0.5"
Make sure a "Surface Point" manifold is connected with the
mtor coordinate system shape name referenced. Typically this
will involve the expression, [coordsys mtorCoordSysShape]
This
sets all the transforms that are required for correct camera projection.