Info

Modifier List r Ambient: Diffuse:

Specular:

Output Size ~ " ZZZZI

| Custom 3 APeiture Width(mm): 136.0 t

Width: 11664 Z]\ 320x240 [ 720x486 I Height: 12496 ~ tjj 640x490 | 800x600 |

ImageAspect:f0W" i|8j P.xelAspect: [TO C ©J

W Atmospherics W Effects W Displacement f~ Video Color Check Render to Fields

Ambient Light: Background intensity; Render Sample Size: 1100.0 Default Texture Size: 148 0

Default Default Default Default

'Custom Sample Object: File Name:

r Load Camera and/or

«-Download Texture Size-

64 I 128 I I 256 (7 Match Bitmap Size as Closely as Possible

Rendei Elements R«ytiacei Advanced Lighting

Common R endetet

& Single Every Nth Frame: f

C Active Time Segment: 0 To 100 C Range: [0 t\ To [TOO :j

File Number Base |U t]

Show Safe Frame

Viewport Clipping

Select Camer a Select Camera Target

Conhgure

Q Step 8: File setup

Once you have done one head with this method, you have a standard file with all your cameras and projection planes set up. Because we are using projected camera mapping you have to set the render size to match the photograph's aspect ratio—the messy alternative is to scale (X and V) all the cameras. I link the projection planes to the cameras via a helper—by scaling the helper you can move the projection planes in and out keeping them matched to the projection cone. You size and position the projection plane to fill the full frame in the camera view. The projection planes are used in the camera views when doing the camera matching—as you adjust the camera it looks like the mesh is moving against a constant background image. In fact, you are changing the UV mapping as you adjust the camera.

✓ Edged Faces Transparency

Show Grid iSsMlf mshM* wmsmrn

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