8
Camera Map Per Pixel 1543
component. Make sure the Z option is turned
on.
6. Use a third-party image-editing application to
makechangesyouwanttotheeditableimage.
7. Apply Camera Map Per Pixel to the
diffuse
component (page 2–1339)
of the geometry on
which you want the matte to appear .
Set Camera to the same camera you used
for the renderings.
Set Texture to the matte image you edited.
Set ZBuffer Mask to the Z-depth rendering
(the RPF or RLA file).
Adjusting (which usually means increasing)
the v alue of ZFudge can improve the quality
of edges of the projection.
U sually it is a good idea to have Remove
Back Face Pixels turned on. Another way to
adjust the projection e dge is to adjust this
control’s Angle Threshold.
Tip: If you have persistent problems with
seams, try generating a mask w ith an alpha
channel and using it to clean up the edge of
the projection.
If you have multiple mattes to project, y ou
mightneedtoslicegeometrytomakeeach
map’s t arget a separate object.
Tip: Final rendering can be slow. Script-driven
network rendering (page 3–169)
can help improve
perfor mance.
Limitations
The Ca m era Map Per Pixel does not ha ndle these
situations:
•Animatedobjects.
TheprojectiondoesnotuseUVWmapping.
•Animatedtextures.
• Occlusion based on a Z-depth channel is
handledinalimitedwayonly.
Interfa ce
Ma p Channel—Sets which map channel to use.
Default=1.
Cam era—Clicktoturnon,thenselectacamerain
the scene by picking it in a viewport or using the
Select Objects dialog (page 1–78)
.
Once you have assigned a ca mera, its name
appearsonthisbutton.
This camera should be the one used to render
themapusedintheTextureandZBufferMask
components.
Texture—Clicktoassignthetexturetoproject.
3ds Max lets you assign any kind of map, but
typically this will be a
Bitmap (page 2–1441)
that
contains an image file that you first rendered from
the same camera, then edited using a different
application.
ZB u f f er Ma s k—Click to assign a map that contains
Z-depth data used to mask the projection from
unwanted surfaces. Typically this will b e an
RPF
file (page 3–681)
or an
RLA file (page 3–680)
rendered using the same camera, with the Z
channel opt ion turned on.