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Camera mapping goes see through?

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Camera mapping goes see through?
by Noah Kadner on Nov 27, 2005 at 3:05:36 am

I'm camera mapping photo textures onto a cube with some difficulty. The sides that are opposite each other- left and right for example show both projected textures on both sides.

Is there a way to tell the left side projection camera to only effect the left side of the cube for example- so that the right side projection camera will only project its texture onto the right side of the cube?

Noah

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Re: Camera mapping goes see through?
by Brian Jones on Nov 27, 2005 at 4:25:25 pm

Are you just trying to get 4 (or 6) images on a cube? If so there are better ways than camera mapping

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Re: Camera mapping goes see through?
by Noah Kadner on Nov 27, 2005 at 4:45:01 pm

6- plus the cubes have a bunch of additional geometry- surface details that I'm modeling seperately. They're actually pieces of gear I'm modeling for a corporate video. That's why I've been camera mapping. But if there's a better way I'm all ears. :)

Noah

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Re: Camera mapping goes see through?
by AdamT on Nov 27, 2005 at 5:11:01 pm

[Noah Kadner] "6- plus the cubes have a bunch of additional geometry- surface details that I'm modeling seperately. They're actually pieces of gear I'm modeling for a corporate video. That's why I've been camera mapping. But if there's a better way I'm all ears. :)"
I'd use polygon restrictions and 6 separate materials.



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Re: Camera mapping goes see through?
by Noah Kadner on Nov 27, 2005 at 6:05:25 pm

You mean make the cube editable and map to each side as its own polygon? I'm open to that but I'd prefer to retain the ability to adjust the filleting over the whole cube. Is there a way to do this after I've broken it down?

Noah

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