CompuServe Thread

Rear Projection Effect

14 messages in this thread
#168809From: DAN SPOMERMay 8, 1995 10:13 AM
I am trying to create an effect in 3ds4 that simulates a rear projection screen. I desire a material that will show the shadows cast upon it from back lighting from the rear, while also showing effects cast from front lights (colors, projectors). It is easy to create the front light effects, but so far I am unable to get any shadows cast from meshes behind it. So far I have tried all the transparency switches in the ME, but no luck yet. Any ideas/comments welcomed. Mike
#169544From: Heinz SchullerMay 10, 1995 11:41 PM
Hi Mike, ->"I am trying to create an effect…that simulates a rear projection screen…that will show the shadows cast upon it from back lighting the rear…I am unable to get any shadows cast from meshes behind it." I don't think there's any way to create a material that allows shadows cast on one side of a 2-sided object to show up on the other. However, maybe a different approach would be to first render just the behind- the-screen meshes with alpha-split turned on. Then take just the alpha-split images and use them as an animated opacity map on a flat black polygon that sits just in front of your projection screen. These animated black cutouts might simulate the effect you're describing. I just had a wild thought. Would projecting the alpha channel through a rectangular-aspect projector light with a *negative* multiplier actually subtract other light present on the projection screen? Hmmm, it's getting late, maybe I'm not thinking quite clearly. I'll have to try this out tomorrow. Cheers, -Heinz.
#169579From: DAN SPOMERMay 11, 1995 8:03 AM
Heinz: Very interesting concepts. This might be a great way to fake the effect. I will experiment with it. Thanks for your time. Mike
#171143From: Doug GlasgowMay 21, 1995 1:15 PM
Heinz, PMFJI, but I was wondering about another similar problem, which maybe you have a suggestion for. How could you simulate a shadow through say a translucent cloth or umbrella? For instance, the shadow of structure or a tree on a semitransparent cloth, and you are on the inside of this cloth and want to see the shadows. I realize that this is similar, but the problem would be that you would not have a flat surface or view to use as a map for the "inside" shadows. Do you have any suggestions? Thanks, Doug
#171179From: DAN SPOMERMay 21, 1995 8:38 PM
Hi Doug: This is very similar to my problem. If you are just viewing from the inside of said cloth, you could probably fake the shadows with a projector light. Placement of the light might be tricky if there are other meshes between the light and cloth. Excluded lights can still be blocked by the objects that are excluded from them. Levels of transparency should allow you to see through the shear cloth, while taking your faked projected shadows. My problems is seeing shadows projected on both sides of translucent surface. Heinz was the only one to respond to this problem and I have not had the time to try his suggestions. I must be very complex, impossible, or in the manual! Mike
#171255From: Doug GlasgowMay 22, 1995 11:10 AM
I agree, these are similar problems. I think that the suggestion for using the alpha channel as a animated texture or projection should work for your project, but the other seems to be a little more tricky. I have played with some projections to try and get a decent "impression" of the effect, but the scene is very complex, and it is not very easy to duplicate a reverse shadow and apply it to a curving surface with very good results. Hopefully someone will jump in with another suggestion.
#171390From: James Coulter[Mindscape]May 23, 1995 12:53 AM
This sounds like a job for . . . (ta da) camera mapping! To be honest, I haven't used the effect, but knowing how it works, I think it will fit the bill for you. Here is the trick. Render the scene from your lights point of view with the shadow casting object as a matte object (with a black background). Set up your projector light as needed. We'll call this rendered series CamMap.IFL. OK, now you'll need the camera mapping IPAS (for shame, I can't remember who makes it — just ask around). Anyway, camera map your object, referencing your projector light as the camera. Now just create a material as needed with CamMap.IFL (in the texture1 slot) and apply it to the curved object. Don't forget to flip the curved object's normals before the final render, so you can see it from the other side!! VIOLA!! A simulated rear-projection, complete with shadows!! For those who are not familiar with camera mapping, it applies mapping coordinates to an object such that it will seemlessly blend into a backround image. If the backround image were a rendering from a spotlight's point of view, camera mapping would cause a material to be mapped in such a way as to appear "projected" from the spotlight. The advantage in this case is that the projector light isn't doing the work, so you can flip the normals of the reciever object and the texture simply appears on the other side. The disadvantage is that the mapping coordinates for the reciever object are modified. Hey, maybe I should write a book!! <VBG> — James — Choreo Motion —
#171417From: DAN SPOMERMay 23, 1995 8:06 AM
Great Tip James! I have not heard of the Camera Ipas. I must go search now. I want it! Mike
#171831From: Doug GlasgowMay 25, 1995 10:13 AM
Mike, If you locate the IPAS, please let me know. Doug
#171917From: DAN SPOMERMay 25, 1995 7:21 PM
Doug: I have not been able to find it anywhere! Anybody else know where to fine the Camera Mapping IPAS? Mike
#171922From: CSA/CAMay 25, 1995 7:34 PM
Camera Mapping – available from Digimation & their dealers. I believe list is $95. Kevin Krell – Computer Support Associates
#171966From: DAN SPOMERMay 26, 1995 8:17 AM
Thanks Kevin. Will call them today. Mike
#171830From: Doug GlasgowMay 25, 1995 10:12 AM
Thanks for the tip James. I will definately look for the IPAS, and try it out. Doug
#172765From: James Coulter[Mindscape]May 31, 1995 3:45 AM
Glad I could help! Good luck on your project. — James — Choreo Motion —