Given that I’m approaching TD, I sought guidance in the forum about to create a rotating seamless image as if it were 360 and also to have the same effect with generative content.
How to solve this issue?
Sorry, I don’t understand your question. Do you have a reference or example that you’ve started? Someone else on the forum recently asked about putting a screen on rails and moving through an image as the screen moved I think.
No sorry, i have a unfixed project, but the idea is a round circular 360 degrees screen, so the images (movie, generative, background or whatelse) are start-to-end continuity to get a non-stop picture without breaks. Probably they are different approach depending on the image type.
I hope to make oneself clear.
thanks
something like this?
yes, something like that, but not a sphere just a cylinder screen.
Seamless effect with a static image is ok, but what about sliding picture horizontally and how to get the same behavior with a generative content also?
I don’t really understand what you mean with: ‘what about sliding picture horizontally’ in this context.
Are you talking about using 360 degrees video’s? like these ones on youtube ?
sorry if my exposition is not clear, i mix 2 topics, first: i mean a fix projection you can see it all around standing at the center and the picture spin around, second: how to achive a generative animation with no break?
we did this one with touch recently, is this what you’re getting at?
[video]- YouTube
I’m going down this road now but my model isn’t a perfect cylinder. It’s more like a flask and I looking for seamless video wrap.
The problem with UV mapping is there needs to be a seam. I’ve been reading about the Azimuthal dome projection that looks like a fish-eye image that would map the upper, then create another for the bottom. But there is still the problem of stitching together each circle in the UV editor.
I think in this case with a 360 degree cylinder, there would be one seam from top to bottom. Then both sides of the seam would reside on the edge of your UV map (filling up the total width, left-to-right).