Image Shader > Projection Type

Started by penboack, May 17, 2012, 10:17:54 AM

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penboack

I am struggling with understanding what the Image Shader > Project Types mean.
Two are obvious, Plan Y, which when viewed from top view projects the image onto the ground, and Camera Projection, which projects the image from a Camera connected to the Image Shader.
But what do Side X, Side Z, do?

The node documentation is not very helpful here :-[
http://www.planetside.co.uk/wiki/index.php?title=Image_Map_Shader

Kadri

#1
Does this help Penboack ?

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If you render the opposite sides you will see the same image like a reflection as reverse .
You could use these options to get a texture better on a steep wall for example. Y does not always help.

jo

Hi,

Quote
The node documentation is not very helpful here :-[
http://www.planetside.co.uk/wiki/index.php?title=Image_Map_Shader

That's one of the one's I've been working on, there will be more there soon.

Regards,

Jo

penboack

Thanks Kadri,

Yes I am thinking of using it to texture a canyon wall, so the Side X projection is very useful.
After a bit of experimentation, using a scene with a kind of 5km Cube created using a Heightfield Generate and Ajdust Vertical, I found that I could get rid of the reflection on the opposing wall of the cube by making the Image Shader a child of a Surface Layer shader and connecting a Simple Shape shader to the Surface Layer shader's > Blending input to restrict the distribution of the Surface Layer Shader.

Using Projection Type > Through Camera seems have one advantage, namely that you can rotate the image, which isn't possible with the Plan Y, Side X, and Side Y projection types.

I've also been trying to create Strata Layers procedurally using some functions (a colour gradient node would make this much simpler) but that's a subject for another thread...

Jo,
Thanks for the update!

cyphyr

Just a note, you can also use an orographic camera for exact projection; make your camera the width of the area you want to project on to and "voila", the image will be projected without the "spreading out" distortion as it gets further away from the projecting camera. Also you can use a distance shader (z-depth) to mask out the area behind the camera. Use another camera in the same position, facing the other way.
Cheers
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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penboack

Thanks for the note Richard.
Orthographic camera is very useful for this.
Likewise Distance shader.