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PixMap

After Effects Texture Mapping Plugin · By Wunkolo

Suggestions and Requests Sticky

A topic by Wunkolo created Aug 02, 2016 Views: 954 Replies: 7
Viewing posts 1 to 7
Developer

Use this thread to make feature suggestions or requests for the PixMap plugin!

Hi! Great plugin! I played with it and love it! But sometimes it crash all Ae. Even without warning popup window or something. And please could you contact me, i have commercial offer. triton2030@gmail.com

Do you know if it works in CC 2018?

Wonderful plugin!
I'm getting some STmaps generated in BMD Fusion. These STmaps start at 0 but the pixel after the last pixel is 1. So for a 100 pixel width STmap first pixel would be 0 and the last pixel would be 0.99. You plugin is expecting the first pixel to be 0 and the last pixel to be 1.
Would it be possible to add a checkbox that would read the STmap in the way I described?

Developer

The TilingX/TilingY option might be able to fix this!

You should be able to put 0.99... into the Tile X and Tile Y options to get the remapping that you're describing. That way it will remap the [0.0,1.0] domain to [0.0,0.999...] since it multiplies the incoming X and Y component directly.

Does that provide the adjustment you're looking for?

Hello, could the effect use mip-mapping and anisotropic-filtering for really distorted UVs?

Hello, I've been using PixMap effect in my lens distortion encoding system, which uses two separate STMaps; ViewMap which samples FootageMap to then sample the footage. It is nice, as it can not only rectify fisheye footage, but also transition between distortions by simply blending ViewMaps of different type in preComp. Imagine transition from anamorphic lens to wide-angle from extreme fisheye source.

ViewMaps map to equidistant coordinate square texture of given ViewMap FOV value. Blue channel encodes vignette. And it looks like this:

FootageMaps map from equidistant space of given FootageMap FOV to the footage and looks like this:

If there's a mismatch between view and footage map FOV, simple tiling scaling ( tile = ViewMapFOV/FootageMapFOV ) is applied when sampling the FootageMap.

I wanted to share that.

Anyway since ViewMap basically encodes theta angle, the coordinates can be rotated, giving full camera rotation in the footage (sic!). Maybe someone or you would like to create that color effect plugin for rotating ViewMaps? Here's the full code in GLSL:

There are four user input values FOV_ViewMap which is the FOV value in degrees, always a whole number; Roll_rot_angle, Tilt_rot_angle, Pan_rot_angle in degrees.

Hope you like it.

(4 edits)

Here's a demo, mapping from Panini to Rectilinear to Stereographic fisheye then panini.