Mask on a texture photo for a 3D font

Hello


Back to texture problems. In this thread

https://discussions.apple.com/thread/8459090?r_s_legacy=true

Fox-m (whose comments have always been a major help for me) holds it that a 2D-fixed resolution group is the best way to have an as manageable as possible texture from a keyed photo or a video. I still have problems with this:

1) the easiest way on my side is to drop in the texture box the keyed pix itself, not any group containing it. No way for me to get anything decent with a 2D fixed resolution group or any clone of it, at least if I choose "None" as the wrapping method. Repeat and mirror work, but I can get "None" to work only if i use the keyed 2D photo itself as the texture, not a group containing it. Fox-m: can you give any clue as to the precise placement and scale setting you use to get your results, since I may need your method when you read what follows...?

2) Now, let's suppose I put a mask on the 2D-image to get this mask's effect faithfully reflected in the 3D text element's texture (still in my "only working personal case", that is with no proxy group involved). And here's the strange thing that happens: with mirror or repeat, the mask is perfectly reflected in the texture. It works. But not with "None" ! The image disappears altogether with no way to get only a glimpse of it back. Pump the scale all the way up to see it, it never turns up in the 3D text... whereas I can get the box (in the inspector) to display it...

Please, can anyone help. I would like to be able to apply any kind of filter or treatment to the image that I drop in the texture box of the 3D text elt.

Thank you very much.

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Posted on Feb 2, 2019 7:22 PM

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Posted on Feb 3, 2019 12:16 AM


I still recommend a Fixed Res 2D group. You can set it to any size you need, not just your project size. I will use incredibly large 2DFR groups for making textures for large text, like 8000x8000.


For the purpose of this discussion: a "texture" is any kind of image or video that is applied to a 3D Text character in Motion - it doesn't have to have "depth" or apply a "bump map" special effect.


Here's the deal (at least as far as I have noticed): Motion literally "snaps" a bounding box around the pixel boundaries of an image [and that bounding box is used as the size basis of the texture - whatever it is]. As soon as you start cutting away at the size with masks, the bounding box changes - in real time (try animating a mask and see what happens!). Therefore, you need a stable background and 2D FR groups will not change their boundaries — use the entire 2DFR group AS the texture!



Here's a green screen clip used as a "texture" [Substance Generic Image + Custom Specular w/surface blend "from surface" 100%]. This clip is 1280x720 in a 1920x1080 project. Its 2DFR group was set with the dimensions of 1280x720. The 3D character is a circle (like a bullet). The texture is applied to all surfaces (so the front and back look like reflections of each other), but you can use Multiple material to isolate it to the front of back surface. I set the Side Placement to Stretch from Edge for this one.


The other benefit of using the 2DFR group as the texture is you can layer in whatever else you want into the "scene", animate it, mix it, whatever, and you will still have a stable texture for your 3D Characters. Also: applying the texture and turning off Repeat should not result in a mad hunt for the single instance texture in a space you cannot see beyond the boundaries of the text. [I've also found it most helpful to always name a texture group to indicate its purpose.]



HTH

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Question marked as Top-ranking reply

Feb 3, 2019 12:16 AM in response to joelle184


I still recommend a Fixed Res 2D group. You can set it to any size you need, not just your project size. I will use incredibly large 2DFR groups for making textures for large text, like 8000x8000.


For the purpose of this discussion: a "texture" is any kind of image or video that is applied to a 3D Text character in Motion - it doesn't have to have "depth" or apply a "bump map" special effect.


Here's the deal (at least as far as I have noticed): Motion literally "snaps" a bounding box around the pixel boundaries of an image [and that bounding box is used as the size basis of the texture - whatever it is]. As soon as you start cutting away at the size with masks, the bounding box changes - in real time (try animating a mask and see what happens!). Therefore, you need a stable background and 2D FR groups will not change their boundaries — use the entire 2DFR group AS the texture!



Here's a green screen clip used as a "texture" [Substance Generic Image + Custom Specular w/surface blend "from surface" 100%]. This clip is 1280x720 in a 1920x1080 project. Its 2DFR group was set with the dimensions of 1280x720. The 3D character is a circle (like a bullet). The texture is applied to all surfaces (so the front and back look like reflections of each other), but you can use Multiple material to isolate it to the front of back surface. I set the Side Placement to Stretch from Edge for this one.


The other benefit of using the 2DFR group as the texture is you can layer in whatever else you want into the "scene", animate it, mix it, whatever, and you will still have a stable texture for your 3D Characters. Also: applying the texture and turning off Repeat should not result in a mad hunt for the single instance texture in a space you cannot see beyond the boundaries of the text. [I've also found it most helpful to always name a texture group to indicate its purpose.]



HTH

Feb 3, 2019 5:48 PM in response to joelle184

Last night I wrote this big long explanation for creating a stable texture. At the end, I was checking to make sure every bit of it was necessary and for the most part, this one fact seemed superfluous, so I left it out. It has become habit for me. In the ever present expectation that Apple improves the environment and fixes issues, I thought perhaps that this particular issue had been fixed. However, once you throw in this extra shape mask, everything goes back to the original problems. So I will here state that last part of *my* stabilization technique:


I always set up a texture with a background. It can be a Color Solid or any generator, but typically I'll use a Rectangle shape and size it to be the same size (or slightly larger) size as the group dimensions. Set the Opacity to somewhere around 1%. [Note: I **think** the opacity *can* be 0%... but a few % won't make much of a difference in the appearance. The color should be 0 saturation - grayscale - but again, it really won't matter.]


Once you add this last piece, you should get a rock solid texture... and I am very sorry I took it out of my original explanation. As I was double checking everything, I took the background rectangle out and it made no difference having it in there — without the shape mask.


I don't know at what point I started using this technique — it goes back quite a long way now. I don't generally think about it much, I just do it (and I started wondering if it were still necessary — apparently it is).

Feb 3, 2019 8:10 AM in response to fox_m

Thank you fox-m for responding so quickly. OK, I can get my clip or photo texture with a 2D FR group, it works fine if I give it the size of the photo I want to stick upon the 3D character. But still no chance to get a mask to properly function with this. Please, can you make this experiment: apply a simple circle or whatever mask to the picture and see whether the mask's correct boundaries are reflected on the 3D character's front face. I can't get this to work: the limits of the masks are either not the right ones (is it because of that new bounding box that Motion redraws, and if so, how to work this around) or the results are simply not reproducible : move the camera with the dolly, pan, rotate button and the picture is gone or whatever. I tried to put the 2D FR group 1 into another 2D FR group 2 (same size), apply the mask to the group 1 instead of to the picture itself and take group 2 as the texture, same problem... How can you make it work ? Thank you again.

Feb 4, 2019 8:11 AM in response to fox_m

And indeed, it works. Thanx and Kudos, fox-m. Being quite illiterate in video, I personally wonder what a rectangle shape has, as a foundation for a texture, that a regular png snap has not. Is it because the rectangle is "made in Motion" material, i.e built within and from the very principles of the software, 100% guaranteed ? I would never have had such an idea...

BTW, 0% opacity works.

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Mask on a texture photo for a 3D font

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