Anyone up for a challenge? Let's replicate this workflow in Flame

I had a minute or two over the weekend…

https://www.dropbox.com/scl/fi/b010anghrsq6uwrb6zhdg/PPassPOC.zip?rlkey=f0fsfjj912utvl3gnyrk247jw&st=g5kip8gv&dl=0

Here’s a link to the approach I was mentioning above. Flame 2025 archive with included media. I’m not retouching anything away, just poc’ing this approach.

Since Flame doesn’t have a good analog to Points from 2d, I use the axis generated from the 3d track to create a position per axis and output a PPass from an over-scanned top-down camera. That PPass is then interpolated via an infill blur and held so it’s not constantly computing.

Next that PPass is passed to a couple different scenarios. The first is the traditional camera projection on geo stabbed by a held camera. We project down the PPass onto a surface, project the source clip via the tracked camera and then render via a frozen camera pos–in this case the same top-down camera projection the PPass. Then do some shit and project back on the same geo in a sep action.

The second scenario–which honestly I don’t know why you would use is an actual UV unwrap. We project our hold frame of UV’s from a held frame in our camera track and render through tracked cam. Then create unwrap vectors passed to a pixel-spread to unwrap, do some shit and then warp back using an STMAP node. Comp over source in action.

One thing that became pretty apparent is that if the STMAP node could work forward as it does today as well as backwards–essentially using the STMAP as the current state and warping the image input back to unity–we would have a really powerful workflow @fredwarren.

Anyhow, it works. The PPass hack is really nice actually.

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