Stardust is a matte-painting tool with unique features as to photographs mapping.
- As a matte-painting tool, it allows to automatically map multiple objects with any kind of projections (planar, cylindrical, spherical, camera, ball ). Projections are automatically occluded and mixed. Also, you can provide up to 6 optional textures, so you can project and blend in a single step corresponding texture maps like diffuse, specular, bump/normal, ect...
- When used with photographs, it attempts to recalculate at run time the correct pixel diffuse and specular components from the photographs and the geometry. This allows for automatic and easy blending of photographs with highlights and reflections or to compute renders with specular. This is really a must-have when you're working with background plates or set reconstruction.
- An interesting trick is that you can define 3D mattes applying to all of your textures in a single step by turning off the primary visibility of objects.
- Till others renderers than Mental Ray be added, it's always possible to bake your textures to UV sets and then switch to other renderer.
- import routines from most popular photogrammetry/structure-from-motion and matchmoving software
- Lens shader and scripted routines matching Stardust projections (planar, cylindrical, spherical, camera, ball) to easily render base texture maps.
Please, feel free to leave comments, suggest which platform/renderer would interest you. Also rate it so that I know you're interested in! If you like it, please spread it with your friends or colleagues.
Initially, an Arnold version was planned for the end of April/beginning of May 2015, but this is in stand by for the moment. If you're really interested in, please use the Requests section to let me know.
The plugin implements 2 nodes, a projection node, X3stardustProj, and a projection mixer node, X3stardust:
The X3stardustProj node implements automatically occluded projections:
The X3stardust node collects and automatically mixes the projections :
Thanks for reading,