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All right! Let's check to see if our polygonal mesh lines up with our clip. To do that, the first thing we'll do is set our 3D viewer to look through the camera and lock the viewfinder. If we scrub the timeline, you see the mesh moves reasonably. Next, we need to set the Viewer node to look at the two things we want to do our wipe over; the MergeGeo and the Read node. So we'll add that to the viewer. Adding that to the viewer, of course, caused it to switch to 2D, so let's go back to 3D. So now we have to set up the layering order.
I want the MergeGeo to be over the Read Node. Okay. If I select the MergeGeo, it turns green which makes it a little easier to see. So we'll play this, set up for ping-pong and go yes, the mesh appears to stick very nicely to our mountain. We're done with that. Now that we've seen how the PoissonMesh Node works, let's see how to use it to set up a camera projection. Let's turn our Wipe off and our viewer back to default.
So we need a picture to project, so let's get Marcie, Read node, Project Media, Marcie lives in Lesson_04_Media. So there's Marcie, open Marcie. We're doing a camera projection. So we need to go to 3D>Shader>Project3D. We need something for our camera hookup of course. So we'll go to 3D, get a camera and hook the camera up to the camera input. Now, before you go any further, we've got to be sure and rename this camera.
So we'll select that, type N and type Projection camera, or something like that. Make sure we don't get confused which camera we're working for. Here is our Scene camera called Camera1. Next, we'll do just a rough positioning of the projection camera. So we'll swing the viewer around the side, and select our Projection camera, and I'll use the Command key to wake up the on-screen control wings, and rotate the camera down to make it square onto the mesh.
We'll swing around here, and maybe move the camera over here a little bit, so it's pointing at the juicy part of our mesh right there in the middle. Now, to see the projection on our geometry, we're going to need to add to the Project3D node, 3D>Shader> ApplyMaterial and we'll hook that up to our MergeGeo Node. Now, the MergeGeo Node is set for wireframe. So we can just save all that, and we'll be looking at our PoissonMesh solid geometry.
With the geometry display set to wireframe, you can't see the projected picture, and there's our projected picture. We can rough it in a little closer by looking through the Scene Camera, so right here Camera1. Okay. Now, we can take the projection camera, and kind of dial it around a little bit, to reposition it on our mountainside. Just checking to see that we're in the ballpark here. Okay.
Now that we've got it roughed in, we're ready to see it over the actual clip. So we'll select the ApplyMaterial. We're going to need the ScanlineRender Node, so we'll go to 3D, and get our ScanlineRender and it will hook up our camera to the Scene Camera. Now, if we look at the output of the Scanline Render node by connecting it to the viewer, we can switch to our 2D view, there is the rendered Marcie with a nice Alpha channel. It's now ready to comp over the original clip.
So to the ScanlineRender node, we'll add a Merge Node. Hook that up to the original clip and there we go! Now we can do some fine-tuning. We'll go to our projection camera, go to the Projection tab, and let's make her a little smaller by increasing our Focal Length here, maybe something like that. Maybe we like to fine-tune her rotation on the mountainside, something like this, make it prettier. There we go! So now let's play.
Now the camera-projected Marcie moves right along with our hillside. We'll stop that. You could now use the right Geo node to save out both the mesh and the camera in a single FBX file. The ability to create 3D meshes that match camera track terrain is very powerful, and we all look forward to the release of the production-ready PoissonMesh Node.
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