Compositing and Transparency Mapping
Garret Smith
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Basic Theory

Compositing

  • Obtain a bitmapped image of the object you want to model
  • Map the image onto a surface

Transparency Mapping

  • Create a black-and-white silhouette of a shape
  • Map the "shape" onto a surface
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Potential Uses

Compositing

  • Backgrounds
  • Window Pictures

Transparency Mapping

  • Casting Shadows

Both Together

  • Composite complex objects
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How to do it

Procedure

  1. Select an image
  2. Mask the part of it you want to project
  3. Save the mask for the transparency
  4. Create a basic shape in Modeler
  5. Load the shape into Layout
  6. Apply the image as a texture
  7. Apply the mask as a transparency
  8. Add bump mapping for better 3D look
  9. Orient the object for the best effect
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Step 1
Source Image Start with a source image. The better the quality, the better the results. The more contrast between the image you want to incorporate into your scene and the background the better.
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Step 2
Masked Image

Create a mask around the part of the image you want to appear.

Tools like Adobe Photoshop and Corel PhotoPaint have masking tools that allow the creation of masks by color, border, or similarity to currently masked regions.

If you want to mask a highly variable area, try masking around it and inverting the mask. This can be slightly tedious.

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Step 3
Image Mask

Save the mask as a seperate image.

Again, Photoshop and PhotoPaint allow you to save masks drectly.

Take note of the dimensions of the image and mask. (1176x2124 in my case)

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Step 4

On to Modeler

Create a simple shape in modeler to project the image onto

Use the dimensions of the image as a guide for the size of the object

My image was 1176 x 2124 so I made a box 12 x 21 x 0.1

Keep the rectangle or other shape very thin so no unexpected shadows arise

The key is to maintain the aspect ratio so the image does not get stretched or squashed

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Step 5

On to Layout - Texture

Color Texture Settings

Load the object into Layout

Open the Surface Editor

Press the "T" next to Color

Select a Planar projetion and load the color image

Select the "Pixel Blending" and "Texture Antialiasing" options

Press the "Automatic Sizing" button to scale the bitmap to fit the polygon

Ensure that the "World Coordinates" checkbox is empty

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Step 6

On to Layout - Transparency

Color Texture Settings

Do the same with the Transparency settings, but load the mask created earlier

Ensure that what you want to see is black, and what you want to be transparent is white

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Step 7

On to Layout - Bump

Do with the bump channel the same as the Color and Transparency channels

I obtained good results by using the transparency mask in the bump channel

Which one looks better to you? Render Without Bump Map Render With Bump Map

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Results

Previous slide: The tree on the right used bump mapping

Grove of Trees

Scene with Trees
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Other Possibilities
Repeating Texture Tree Render With Repeating Texture

Use a transparency map with a procedural or repeating texture

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Other Possibilities

Create a camera filter or frame

Filter Mask

View of Layout Layout View

Camera Filter Example Render

Note: Transparency Masks can be grayscale!

The lighter the hue, the higher the transparency

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Recap

Pros

  • Get results fast
  • Lower poly counts
  • Very quick renders

Cons

  • Not truly 3D
  • Highly dependent on image quality if you don't use a procedural or repeating texture
  • May have to reposition objects if you move the camera or light sources
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