How to Create Camera Projection in Maya and Arnold Tutorial Must Watch

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In this camera projection for beginners tutorial we will be converting a still image into fully animated camera projection in Maya and Arnold, this approach will work for any version of Maya and also any rendering engine you are using including Maya software render.

This Camera projection tutorial is great for beginners and anyone want to learn how to convert still images into animated camera mapping or camera projection using Maya 2018 with Arnold as the main rendering engine.

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How to Create Camera Projection in Maya and Arnold

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8 thoughts on “How to Create Camera Projection in Maya and Arnold Tutorial Must Watch

  • August 3, 2020 at 03:11
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    Hello there, my camera projection renders are much more blurry then my initial image that i projected.. can you help me with fixing this?

  • August 3, 2020 at 03:11
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    i setup an image plane, i only model the TV without the wall and table. When i project my image on to the TV, the projected image looks darker than the image plane. Can you tell me how to resolve this? I have been looking for solution but i couldn't find it. In C4D, i can use the compositing tag to resolve it. But pls help in Maya

  • August 3, 2020 at 03:11
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    Thank you for the useful tutorial. I have a question. To be able to accurately match the ground plane, wall and object in correct perspective with the image, I believe you should match the projection camera’s Focal Length with the same focal length of the real camera that took the photograph. Otherwise you can not match the geometry with the image accurately.

    Presumably you can experiment with the Focal Length parameter to get the best match, but is there an automated way to do this? I know in Cinema 4D this can be done with an automatic method by drawing XYZ perspective lines to match the image ground plane, which are then used to calculate the focal length of the original camera, so you can set the projection camera to match correctly. For example, a focal length of 18 will make the cube's (proxy TV geometry) back face appear to shrink in size compared to its front face, while a focal length of 50 will make it appear more regular, like the Maya cube primitive. So you need a matching focal length to reproduce the diminishing Z axis size of an object.

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