What’s a video mapping?
A Video Mapping (or Projection Mapping or Spatial Augmented Reality) is a projection of an animation on a three-dimensional object, trying to fit it so as to achieve an artistic effect and an illusion of depth. Usually the show is accompanied by a stunning soundtrack, surrounding the spectator and increasing the sense of spectacular.
More than just project any image, what is intended is to modify the normal appearance of the object in an attempt to make it come alive. According to these premises, we could include this discipline in the field of augmented reality.
It is clear that the main element that is playing is light (and its absence) and sound, but the most important and distinctive is the intent with which it is made: the deception.
If you’ve ever been in a situation of having to create content for mapping (especially in 3D) or simply interested the topic a bit, perhaps you ever wondered:
- Where do I put the virtual camera that will render?
- How do I create a virtual copy of the item to map?
- What lens use?
- How many fps?
PBR channels in E3D
Element 3D v.2 uses a system of physical shaders (PBR) based on the specular/glossiness duality as opposed to the PBR Disney model, based in metalness/roughness. The big difference between a PBR system and the old systems is the use of specular.
There are three types of materials or substances in the real world. Insulators (dielectric), conductors (metals) and semiconductors (gems). The latter group is not very common and we don’t talk about it. Belong to one group or another affects the values of diffuse and specular.
What is PBR?
Physical Based Rendering is a different approach to dealing with materials that we used in some 3D programs based on the Lambert / Blinn-Phong model concept.
The shaders have improved their performance in real time and are now able to represent certain light phenomena previously unthinkable. This improvement has allowed us to disaggregate some of the effects that before we included in channels like diffuse, specular or reflection. The resulting channels are purer, not containing unnecessary information. Therefore, a PBR material (properly calibrated) will adapt to any lighting. We have the basis for a PBR system.
One of the new features in 3D Element v.2 are real-time reflections of the elements of the scene, not just the enviroment of the v.1. We have two new types, selectables from the object options within the scene editor: mirror surface and spherical.
¿Alguna vez habéis exportado un render de Cinema 4D hacia After Effects con máscaras y alfas y os ha aparecido el maldito halo alrrededor de las figuras recortadas? Si es así y aún no habéis entendido el porqué y encontrado solución, voy a intentar alumbraros.