To create a projection manifold:
- Create a CameraCreate node as you would normally. Position the camera for the texture projection. The camera can be perspective or orthographic. It is important to name the camera appropriately, especially if there will be more than one projection camera.
- Create a CoordinateSystemDefine node. This is required for defining the coordinate system for RenderMan.
- coordinateSystemName sets the coordinate system name. Note that this will be the exact name set in the PxrProjector node (see below).
- referenceLocation sets the location of the projection camera created above, in the CameraCreate step.
It's a good idea to double-check the RIB to make sure the CoordinateSystem and its transformation are emitted. For example:
TransformBegin Translate 0.99622 1.84374 12.2671 Rotate -1.98663e-06 0 0 1 Rotate 0.572957 0 1 0 Rotate 9.74029 1 0 0 Scale 1 1 1 CoordinateSystem "frontProjCamCoordSys" TransformEnd
- Connect the CameraCreate node into the CoordinateSystemDefine node. The order of connection is important.
- Create a PxrProjector nodea PxrProjector node.
- Select the Projection type.
- Specifying a Coordinate System is required for all types of projection. This is the coordinate system that is defined via CoordinateSystemDefine above. The names must match exactly.s
- Adjust the occlusion, camera, and texture manifold parameters.
- Note that invertT is on by default. Depending on the camera orientation, invertT may need to be unchecked if the texture looks flipped.
The PxrProjectionLayer node The PxrProjectionLayer node is similar to PxrTexture except it is optimized for using with PxrProjector and with PxrProjector and it handles the projection mask appropriately.
- Filename sets the texture for projection. If the texture is procedural, any pattern node can be used instead of PxrProjectionLayer.
- Wire the result output from the PxrProjector node to the Manifold parameter.
- Wire the resultMask output from the PxrProjector node to the Mask parameter.
If necessary, adjust the Missing Color and Missing Alpha for the area that are missed by the projection.
The PxrProjectionStack node The PxrProjectionStack node combines the projection layer nodes.
It is tricky in Katana to connect a dynamic array of shader nodes, so we need to create a ShadingNodeArrayConnector that holds the array. Here are the steps:
- Create a PxrProjectionStack node. This node combines the projection layers.
- Layers Mode - Click on the Add button to create the number of layers needed.
- Layers RGB - Since this will be connected to an array of shading nodes, unlike Layers Mode above, there is no need to click on the Add button.
- Create a ShadingNodeArrayConnector node for the projected colors. Rename the node to make it descriptive, e.g. projectionLayers_RGB.
- Wire the resultRGB of the PxrProjectionLayer nodes to the appropriate index of the ShadingNodeArrayConnector. Note that i0 is for the top-most layer.
- Layers A - This will also be connected to an array of shading nodes, so, once again, do not click on Add.
- Create another ShadingNodeArrayConnector node, for the projected alphas. Rename the node to make it descriptive, e.g. projectionLayers_A.
- Wire the resultA from the PxrProjectionLayer nodes (if your projected texture has an alpha) or resultMask from the PxrProjector nodes to the appropriate index of ShadingNodeArrayConnector. Note again that i0 is the top most layer.
Wire resultRGB of the Projection Stack to any color parameter for a pattern or material (Bxdf) and you'll see the projected texture!