How to Recreate Apple Perspective with Camera Projection

UPDATE: Thanks to all of you guys for commenting and pointing me in the right direction. A special thanks to Charlie Davies for figuring out what I did wrong. Turns out it’s a really easy fix and the technique doesn’t require all the manual tweaking, thankfully! So, here is the updated video on how to pull of this technique properly. I hope some of you learned some valuable concepts from this little trial/error process. I know I did!


Here is the first part where I was doing it wrong, but you can watch it to learn how I did some of the initial set up.


11 Responses
  1. to make a texture stick to the surface after the initial camera mapping, you need to make it editable, and then click the texture tag and choose “generate UVW coordiantes”. Then you can move the camera and the texture will align only in the initial camera state.
    I have no idea how to make other objects block part of the texture for other objects….

  2. Hey Joren, I think you’re on the exact right track, but rather than copying the texture tag from object to object, drag the material fresh onto each object, and simply reassign the same camera to project. It should calculate it appropriately for each object so that it’s seamless without having to manipulate the scale of the texture for each object.

  3. Couldn’t you make the objects editable then connect and delete them all before applying camera projection? I think this would get rid of the letters on the back wall and take care of the alignment problem.

  4. However if you use a light zeroed out as a child of the camera, turn on hard shadow, copy the texture to the light an invert the alpha you get an effect that works the way you wanted, but obviously it looks a bit different.

  5. I decided to use this technique for an animated company logo sting, managed to stop the texture shining through the objects to ones behind by only applying it one object at a time in the luminance channel, then outputting the final frame and using the output as the texture for that object. So I had 6 different textures, to apply to the 6 objects

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