Maxon Cinema 4D Studio R15 Manual Pagina 62

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57
ProjectionMan
We will point this camera frontally at the light blue surfaces (side view). To create the camera, switch the
Viewport to the Right view (Viewport menu: Cameras/Right) and center the view if needed. Create a new
camera (main menu: Create/Camera/Camera). Rename the camera Camera right in the Object Manager
(double-click on its name). Switch to this camera’s view by clicking on the + symbol next to its name.
Again open the ProjectionMan window (main menu: Window/ProjectionMan) and drag Cube 1 and Cube 2 onto
Camera right. Select Coverage Render and confirm all prompts with Yes. The newly rendered image will also
be opened in Photoshop.
Edit the image to look (more or less) like the one below:
Save the Photoshop file, and return to CINEMA 4D. Again a new material has been created, this time with the
name, PMat Camera right. Double-click the material’s icon and reload the image in the Luminance channel.
The texture will be updated in the Viewport immediately and the windows are projected correctly onto the
objects. Play the animation.
You now know how easy it is to texture a scene using ProjectionMan, even without prior knowledge of 3D
texturing. If needed, more cameras can be added and used for projection in order to create longer and more
complex camera animations or to compensate for areas that may not have been mapped by another camera.
As you saw in our example, all you need for a simple zoom animation is a single view and a single painting. If
the camera were to move from left to right you would most likely have to create a matte painting for the start
and end positions of the animated camera. In any event, ProjectionMan saves you from having to texture all
15 876 buildings in a single city!
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