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  • Hey guys welcome back to another blender 2.8 tutorial.

  • Today I'm going to be showing you how to do some camera mapping but also how to bake in

  • the textures from that camera projection.

  • So I have this photo that we're going to be using for this tutorial.

  • We have essentially what is a box and then a bunch of stuff in the background.

  • And the main idea is we're going to do some camera mappIng.

  • So we're going to have a camera over here.

  • And then a box that you know pretty much matches this box.

  • We are going to project this image from the perspective of that camera on to that box.

  • But then the new step is we want to have this box have any custom uv map we want.

  • So we can unwrap it however we want.

  • And then we want to bake the textures onto that uv unwrap.

  • So unlike the projection, here we're going to have a custom uv map and bake it on to

  • there.

  • So again, the first step is to do some camera mapping.

  • And I did cover this in a previous tutorial.

  • So I'm going to do it.

  • But I'm going to do it very quickly.

  • If you want the full details there is a link in the description to the full tutorial for

  • camera mapping.

  • But this should be pretty quick.

  • We're going to open up fspy to get the camera in the correct perspective.

  • Use this photo right here.

  • And then we just need to match up our x and y axes.

  • So I'm going to turn off dim image so we can actually see what we're doing.

  • We can have the y axis be along here and then the x axis be along here.

  • Which is going to be really easy to set up because of course we have this box.

  • So y axis.

  • I'm just going to grab this handle and hold shift to get this zoomed in perspective.

  • So again handlebar and then hold shift to get that zoomed in mode.

  • And then of course we need 2 of these so it makes sense to have one y axis going here

  • and then the other one going up here.

  • We know they're parallel because they're part of the same box.

  • So put one here.

  • And also put one, where is it?

  • Let me try that again.

  • And also put one here.

  • And then for the x axis same thing but in this direction.

  • Again I'm doing this very quickly because I did cover it before.

  • But I just want to make sure these fundamentals are still here.

  • Think it's important.

  • Put our other x axis over here.

  • Just like that.

  • And then once we're happy with this we can turn on our 3d guide and set it to xy.

  • Because you know x and y axis. xy grid floor.

  • And then we're going to take what's going to be the world origin in blender.

  • We're going to take it and then just move it down to the corner.

  • Holding shift so we can see what we're doing.

  • Ok perfect.

  • So when we import this into blender we're going to get a scene with this background

  • and then the world oriented correctly with this camera in the right perspective.

  • And then the origin is going to be in this corner.

  • So let's do file.

  • Save as.

  • And then I'm just going to call this projection.

  • And we're going to import this into blender.

  • So I'm going to open up blender and of course you also need the plugin which again is free.

  • All this is covered in the first tutorial.

  • We need the plugin to import fspy files.

  • So I'm going to delete this camera.

  • We don't need it.

  • We don't need this light.

  • And I'm just going to keep this cube right here.

  • So file, import, fspy.

  • And then just navigate to wherever you have it.

  • Ok so it set up our background.

  • It set up our camera.

  • And then you know the world origin is in the corner of the box.

  • So the first thing we're going to do is we're going to save with control s.

  • And then desktop.

  • And let's call this thing, let's call it bake camera projection.

  • Because you know this is what this tutorial is about.

  • We're going to bake the textures.

  • I'm going to go into our camera.

  • Go into camera parameters.

  • Background images and make this brighter.

  • So we can see what we're doing.

  • And then the first thing to do is to take this box and align it so that it matches with

  • this box.

  • So I'm going to take the corner, which should be this corner.

  • And put it in the corner of our main box in the image.

  • And luckily we have this set up very nicely.

  • So we can just g for grab.

  • Z axis and move it up by 1.

  • And then same thing for the x axis.

  • So g, x, 1.

  • All keyboard shortcuts are going to be up here.

  • And then g, y, 1.

  • And let's see if that did what we wanted.

  • Ya perfect.

  • So of course we need this to be wider longer and taller.

  • Which shouldn't be a big deal.

  • We'll go into edit mode with tab.

  • Select this face.

  • Again face selection with 3.

  • And then we just move this until it seems right.

  • So g and then x.

  • And it doesn't have to be perfect.

  • We can do a bit more aligning later.

  • Take this face and then move it down the y axis.

  • And then we just need to take this face and bring it up so it's using up the whole box.

  • So g and then z.

  • Until that looks about right.

  • And here you see the error starting to accumulate as we go higher and higher and higher.

  • You can see this little gap.

  • And we can just adjust this by grabbing from this perspective.

  • And just trying to fix that a little.

  • So no it's not perfect.

  • It's a bit of a slanted cube.

  • But honestly I think it's going to be good enough.

  • We can do a bit more correction.

  • Something like that.

  • So ya technically it's a slanted cube.

  • But this should be good enough.

  • So we are pretty much almost at the end of what was covered in the first tutorial for

  • camera mapping.

  • All we have to do is project the texture you know the background texture from this camera

  • onto the mesh.

  • So the way we're going to do that is we're going to select this.

  • We can call it, what can we call it?

  • We can call this thing original.

  • So this is going to be our original cube.

  • We can call our camera just camera.

  • And also one other thing is our background image.

  • Default when you export out of fspy it's going to call it something like this.

  • So I'm just going to call it projection image.

  • Just so we have some good naming conventions.

  • So in shading for our original cube.

  • What we're going to do is we don't need this bsdf.

  • So x to delete.

  • We're going to add an emission.

  • And this is going to be important later.

  • But we're going to do it with an emission.

  • Plug this in.

  • Plug it in like that.

  • And then if you do not have node wrangler enabled go to edit, preferences, add-ons and

  • type in node wrangler.

  • And you should have this on.

  • So make sure it's on.

  • And then one thing it lets you do very quickly is we're going to select our emission and

  • hit control t.

  • And it's going to give us all these nodes.

  • This node group we're going to move it back with g.

  • You can do it without node wrangler it will just take some time.

  • So we have texture coordinates set to uv.

  • Feeding into this mapping node which we're really not going to touch.

  • And then into this image texture.

  • And of course for this image texture we want you know the image we're going to project.

  • So we're going to use projection image which is already in there.

  • And you see that none of this is looking correct but that's because we didn't do any of our

  • projection.

  • It's just using the uv map.

  • So what we're going to do.

  • Let's go into lookdev mode.

  • What we're going to do is we're going to go into modifiers.

  • And then do the same thing we would have done before.

  • So originally what we would have done is done a uv project on our uv map.

  • From the camera.

  • And you see it's pretty much good to go.

  • We do have a bit of distortion.

  • Notice that the aspect ratio in this case is 1.

  • And that's because our image if we go into properties is 3456 by 3456.

  • So the aspect ratio is 1.

  • If you had something a bit more common like let's say 1920 by 1080.

  • You just divide the numbers and get your aspect ratio.

  • So in that case it would be 1.7 repeating.

  • And you just feed whatever number that is up here.

  • Into your aspect.

  • But in this case it is 1.

  • And you do it's a bit distorted and I'll show you exactly how I know.

  • So what we do, or what we would have done before is add in a subsurf.

  • Put it on simple so it doesn't you know turn into a sphere.

  • Bring up the divisions and then just bring this up.

  • So this without and then this is with.

  • So you see there is definitely some distortion.

  • If we go into our camera.

  • So with the subsurf we hide it and you see it looks perfect.

  • Instead if we did not have this and then do a hide you see that it really is heavily distorted.

  • So this is a necessary step.

  • And then the issue is if we wanted to bake it.

  • Originally the only thing we would have known to do is to apply these two modifiers.

  • And then you see when we go into edit mode we have way too much geometry.

  • We only want six faces.

  • And technically yes this is baked on.

  • It's sticking on to the mesh.

  • But not only does this have too much geometry that's just one issue.

  • The other issue is that if we go into our uv map.

  • I'm just going to set this as our background image.

  • Our uv map, it's essentially a frontal perspective projection.

  • It's not a good unwrap.

  • So if we had this box.

  • What we would do is have the normal kind of unwrap.

  • So for example I'm just going to import a cube and look at its uv map.

  • So here you see we have this cross looking thing.

  • And that's more so the kind of unwrap you would expect.

  • Of course not exactly the same since these faces are longer here.

  • It's not a perfect cube.

  • So we want to get the texture to still be wrapped correctly.

  • So it's still from the perspective of this camera.

  • But we want to make sure that there's not as much geometry and also that the unwrap

  • is better.

  • So this is not a good approach.

  • So we're just going to undo until we get these modifiers back.

  • There we go.

  • So I'm just going to close these.

  • So that is originally what we would have done.

  • So instead here is the trick for baking.

  • What you do is you go into object data and then uv maps.

  • So in our original object we're going to set a uv map and call it something like final

  • unwrap.

  • And what this is is it's going to be the unwrap that we would ideally want the texture to

  • be baked into.

  • So this is the final unwrap we want.

  • Not this mess from the perspective projection.

  • So let's actually set up this final unwrap.

  • So go to uv editing.

  • And initially we do have this cross which again is no good.

  • It's assuming that this thing is still a default cube which it's not.

  • It's stretched vertically.

  • So what we're going to do is we're just going to go to edge selection.

  • So that all the edges are selected.

  • If they're not you can just click a and then they're all selected.

  • And then you can right click.

  • That's something somebody recommended in the comments.

  • And then go to mark seam.

  • So right clicking is you know it's faster than typing in mark seam here.

  • Once we've marked all this seams we just do u unwrap.

  • And you see we get what's essentially the normal unwrap.

  • These four faces and then these two, once of which is rotated so let me just rotate

  • it.

  • R and then 90.

  • And then just put it here.

  • But this is one of the normal unwraps we would expect.

  • You can do any unwrap, any custom unwrap that you want.

  • So the goal is to get this texture on these six faces and not have to do a lot of subdividing

  • to undistort the projection.

  • So that's our goal.

  • So what we're going to do is we have this original.

  • And we're not going to touch it for now.

  • So we"re just going to duplicate it.

  • Shift d.

  • Right click to center it.

  • And then we're just going to call this new thing a projection.

  • So we have our original, our projection.

  • And let's hide the original.

  • So we're just going to mess with the projection.

  • So right now you see this projection also has the final unwrap because we just duplicated

  • it.

  • It inherited the same unwrap.

  • So we can just add another one.

  • And this is where we're going to have our messy projection.

  • So we'll just call this projection unwrap.

  • And then make sure this one is the visible one.

  • So we're going to be messing with projection unwrap for now.

  • And here we do the same thing we would have done.

  • We add our uv project.

  • And for our uv map, very important, select projection.

  • So we don't want to touch our final which is the good one.

  • Just our projection unwrap.

  • From the camera's perspective.

  • Perfect.

  • You see it's distorted.

  • And we know to solve that with a subsurf.

  • Set to simple with more divisions.

  • And then bring that up.

  • Maybe only four divisions.

  • Ok so that's off and that's on.

  • Perfect.

  • So I'm just going to apply both of these.

  • So now again this is technically in some sense baked on.

  • But we do not want all this extra geometry.

  • And we also especially don't want this very bad uv map.

  • So you can essentially see what it's doing here.

  • We have our top face which is heavily divided.

  • So this top face is you know the top face of this image.

  • This one here this side is the side etc.

  • So we want to have this not be like that but more like our original uv map.

  • So how do we do this?

  • Well this is with baking which is the new idea.

  • So how do we do baking?

  • Well what we do is we begin, oh by the way one more thing before we get into baking.

  • The other uv map, our original.

  • You see it's the same.

  • You have your six faces.

  • They're just more divided but it's the same uv map as our original.

  • So if we bake into this and make a new image we'll be able to put it here as well.

  • Because it's essentially the same uv map.

  • Just wanted to say that.

  • So now onto baking.

  • So how do we bake?

  • Well baking is native to cycles at least for now.

  • So what we do is we change to cycles render.

  • That's the first thing.

  • Going to change this to GPU compute.

  • And then what we're going to do is you see there is this bake tab down here.

  • So you can scroll down here.

  • We're going to go into shading.

  • And you see this is our original node set up.

  • Nothing wrong with that.

  • But we're going to take this node, this image texture and duplicate it with shift d.

  • Bring this down here.

  • And then here is where we want our new image which should look like a bunch of textures

  • on these four faces.

  • And then two up here.

  • And not like our original image which looks like that.

  • You know that is not what we want.

  • So what we're going to do is we're going to take this node and create a new texture through

  • here.

  • And we can call it something like bake, that's in all caps.

  • We can call it bake final.

  • And then you can set your resolution.

  • This is part of the quality of your bake.

  • So you want high resolution here and then also lots of samples when you do your bake.

  • So I'm going to do something like 1500 by 1500.

  • So I'm going to click ok.

  • So what we've done is create a new blank image called bake final.

  • It's black because we didn't do anything to it.

  • We just defined it.

  • We wouldn't expect there to be anything.

  • So before we can plug this into the surface we need to make sure we actually bake something

  • into it.

  • So I'm going to go into this render tab.

  • Go into bake and then a couple things.

  • So again we're baking into this node for uv map in our projection object.

  • I'm going to go to uv maps.

  • So we have our projection unwrap visible as you can see.

  • But I'm going to select our final unwrap which is the nice looking one.

  • So make sure this is selected.

  • And then go to the render tab.

  • And then for the bake type I'm just going to set this to emission or emit which is the

  • reason why we passed everything through this emission node.

  • So that it would only bake anything that"s coming through here and not anything else.

  • And then once all that is set up.

  • So again you have this node.

  • You have the final unwrap selected.

  • And you have this set to emit.

  • You just click bake.

  • And it's going to take a bit.

  • Oh by the way another way you can bump the quality like I said is to bring up your samples.

  • I'm pretty sure that matters.

  • So 200 click bake.

  • And you see that it's chugging along here.

  • It will take longer depending on the quality.

  • But this is something you want to have high quality because you only do It once.

  • So it's worth it.

  • So it's just going to chug along here.

  • And when it's done it's going to pop up here in this bake final.

  • At least it should.

  • And I don't think I'm going to fast-forward because I don't think it's going to take that

  • long.

  • But ideally if everything works we're going to have the same image but kind of chopped

  • up and corner pinned to look like it's four pieces here and then two pieces here.

  • So it's almost done.

  • Perfect.

  • So you can see what happened.

  • I'll go to uv editing and change the image to our bake final.

  • So you can see it took the image and chopped it up into six pieces that match our uv map.

  • And more so it undistorted it.

  • So let me show you what I mean.

  • So this top area right here is our top face.

  • So we expect this part of the box to be here.

  • But in the original image which is this one, this one.

  • In the original image you can see that it's very distorted.

  • Because our camera is over here.

  • What essentially happened is it kind of looks like the camera is up here looking straight

  • down on this part of the box as you can see here.

  • As you can see here.

  • And it did this for all the faces so that's the power of baking.

  • And really it only did this for this face, this face, and this face.

  • Because those are the ones facing the camera.

  • We would need to set up another photo back here to capture data of this stuff.

  • So really we only have these three faces.

  • But these three that you see here should be looking perfect.

  • Ok so now how do we kind of finish this off?

  • Well we have this projection object which has too much geometry and one of the unwraps

  • looks bad etc.

  • So we can just take it and delete it.

  • We don't need it anymore.

  • The camera, delete it.

  • We don't need it.

  • So now if we just have our original.

  • Which still kind of looks messed up but that's because we didn't use our new texture.

  • So now if we take this and go into shading.

  • You're going to see we can take this new, we can take this new texture.

  • This new node.

  • And plug it into the surface.

  • And then everything works out as you can see.

  • If you don't want to do that we don't actually need to do that.

  • We can just take this existing node set up with the emission.

  • And then instead of this image we change to bake final and then everything works.

  • Let me just emphasize what we did here.

  • So in this object we only have the original final unwrap.

  • Because we didn't need to add that projection unwrap.

  • Because this is the low-res version.

  • So this object only has six faces.

  • We didn't need to add extra geometry.

  • It's also connected.

  • The texture is, I wouldn't say inside.

  • But it's stitched or stuck.

  • I don't know what the best word for it is.

  • But it's on there.

  • So we've really baked the texture onto here.

  • And all the distortion that we needed the subsurf for.

  • Because we baked that into the high-res thing, that is captured inside this bake.

  • So we did all the hard work in our high-res and reaped the profits in this low-res mesh.

  • So this is really the ideal thing.

  • Again we would need another camera back here to get this stuff to be correct.

  • Because again the camera couldn't see this area.

  • So we wouldn't expect this to be perfect obviously.

  • But there we go.

  • So the grand idea just to review.

  • Is we take an image set up our you know perspective, our camera, etc.

  • Do our projection.

  • But then instead of preceding normally what we do is we create a duplicate.

  • Create an additional uv map which is the bad one.

  • So we make sure we do our custom unwrap first.

  • We then on the high-res object, we basically switch the texture from one uv map to another.

  • So we bake between uv maps.

  • And because the new texture you get is for the uv map that's essentially the same as

  • this one.

  • It's just more subdivided.

  • It works out if we plug it in here.

  • Instead of doing from high to high between the uv maps.

  • You can also bake from the high-res mesh into the low-res mesh.

  • But I do find that it doesn't work as well.

  • So this is what I recommend.

  • But there you go that's baking camera mapping.

  • This is just a you know it's just a box.

  • But it works for any geometry.

  • Of course the more complicated the geometry, the more complicated it is the harder it is

  • to uv unwrap and make your custom unwrap.

  • But this technique works in general.

  • And that's how you bake camera mapping correctly.

  • So hopefully you enjoyed this tutorial.

  • You learned something.

  • Thank you guys for watching and I'll see you guys on the next one.

Hey guys welcome back to another blender 2.8 tutorial.

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Blender 2.8 ベイクカメラマップ投影テクスチャチュートリアル (Blender 2.8 Bake camera mapped projected texture tutorial)

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    刘鹏 に公開 2021 年 01 月 14 日
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