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382 Chapter 19: Video Post-Production
pixelinthesceneapotentialglowsource. The
areas of the scene that have glow applied to them
are determined by the setti ngs in the Filter section
of the dialog.
Object I D—Lets you apply the g low to an object or
part of an object with a specific Object ID (in the
G-buffer (page 3–1040)
), if the object matches the
Filter sett ings. To apply an Object ID glow for an
object, r ight-click the object and select propert ies
from the menu. Then, set the Object Channel ID.
Set this field to match, and Lens Effects glow will
apply the glow to that object and any other objects
w ith the same ID. This p ara meter can be
animated
(page 3–365)
.
Effects ID—Lets you apply the glow to an object
or part of an object with a specific Effects ID , if
the object or part of the object matches the Filter
settings. You apply a Effects ID in the Materials
Editor by assigning the material to one of the
available Material Effects channels. This parameter
can be animated.
The glow will be applied only to areas of the
geometry where the ID is present.
Note: To apply d i f fere nt g l ow s e t t i ng s t o d i f f e rent
pieces of geometry or IDs, add more g low entries
to the video post queue. Set each glow entry to
affect a different Effect or Object ID, and set the
appropriatesettings.Thisprocesswillcalltheglow
routine multiple t imes, increasing your rendering
time. Tr y to keep the number of glow routines to
aminimumperframe.
Unclamped—An unclamped color is brighter than
pure w hite (255,255,255). 3ds Max keeps track
of these "hot" areas which tend to show up when
your scene contains br ig ht metallic highlights or
explosions. This spinner lets you determine the
lowest pixel value that is glowed. Pure white has
a pixel value of 1. When this spinner is set to 1 ,
any pixels with a value above 255 wi ll be glowed.
You can inve rt this va lue by clicking the I button
totherightofthespinner.Thisparametercanbe
animated.
Sur f Norm—Glowspartofanobject,basedonthe
angle of the sur face normal to the camera. A value
of 0 is coplanar, or parallel to the screen. A value
of 9 0 is normal, or per pendicular to the screen. If
you set Surf Norm to 45, only surfaces w ith normal
angles greater than 45 degrees w i l l be glowed. You
can invert t his value by clicking the I button to
the right of the spinner. This parameter can be
animated.
Mask —Glows the mask channel of an image. The
spinner value represents the level of grayscale
presentinaMask.Whenthisisset,anypartof
the Mask images larger than the set value will be
glowed i n the final image. You can invert this value
by clicking the I button to the right of the spinner.
This par ameter can be animated. Range = 0 to 255.
Alpha—Glows the alpha channel of an image. The
transparency of an alpha channel is interpreted
opposite that of the Mask channel. This parameter
can be inverted, and can a lso be animated. Range
= 0 to 255.
ZBufferHiandLo—Glows objects based on their
distance (Z-Buffer distance) from the camera.
The Hi value is the maximum distance and the
Lo value is the minimum. Any objects between
these two Z-Buffer distances w i l l be glowed. These
parameters can be animated.
Filter group
Filters the Source selections to let you control how
the glow is applied. For example, you can have ten
spheres in your scene, each with the same Object
ID, but different colors. If you set the Source as the
Object ID of the spheres, which selects all of the
spheres, that is the on ly place in your scene t hat
Glow applies an effect.
However,nowthatGlowknowswherethepixels
are that
can
be glowed, it needs to k now which