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TIP: Projected textures can be allowed to slide across an object. If the object moves
relative to the Projector 3D, or alternatively, by grouping the two together with a
Merge3D, they can be moved as one and the texture will remain locked to the object.
In the following section of a much larger composition, an image (the Loader1 node) is projected
into 3D space by mapping it onto five planes (Shape3D nodes renamed ground, LeftWall,
RightWall, Building, and Background), which are positioned as necessary within a Merge3D
node to apply reflections onto a 3D car to be composited into that scene.
Excerpt of a composition that’s projecting an image of a street scene into 3D space.
The output of the Merge3D node used to assemble those planes into a scene is then fed to a
UV Map node, which in conjunction with a Camera3D node correctly projects all of these
planes into 3D space so they appear as they would through that camera in the scene. Prior to
this UVMap projection, you can see the planes arranged in space at left, where each plane has
the scene texture mapped to it. At right is the image after the UVMap projection, where you can
see that the scene once again looks “normal,” with the exception of a car-shaped hole
introduced to the scene.
Five planes positioning a street scene in 3D space in preparation for UV Projection (left), and the UV Map node
being used to project these planes so they appear as through a camera in the scene (right).
However, this is now a 3D scene, ready for a digital car to be placed within it, receiving
reflections and lighting and casting shadows into the scene as if it were there.
The new 3D scene casting reflections and lighting onto
a 3D car, and receiving shadows caused by the car.
Chapter – 76 3D Compositing Basics 1574