9.5.2

Table Of Contents
962 CHAPTER 18
TEXTURE MAPPING 963
For example, if you want a 3D gure to walk behind a crate in the photo, build the crate in 3D (it can
be very simple — it is just a screen for the crate texture). Next, project the background texture onto
the reconstructed objects (e.g. the crate) using camera mapping. Now your gure can walk behind
the crate!
Attribute manager settings
Camera
Drag the camera that should project the texture into this box.
Size X, Size Y
If you click the Calculate button (see below), the size of the texture in pixels will appear here. You can
also enter the size manually if you wish.
Aspect X, Aspect Y
If the pixel aspect ratio of the image is not 1:1, enter the ratio here. Note that the ratio will always be
set to 1:1 when you click the Calculate button, because pixel aspect ratio information is not stored
in bitmaps.
Calculate
Clicking on this button sets the Size X and Size Y values to the size of the bitmap. To render the scene
the same size as the bitmap, set the Resolution in the render settings (Output tab) to the same size
as the bitmap.