8

Highlight Properties 387
Prev iew—
Activates a generic cross st ar filter so you
can quickly set up a Highlight effect. However, as
w ith the Glow module, it is more effect ive seeing
your entire scene and how your effect will interact
with your geometr y.
V P Queue—Lets you preview the scene in the Video
Post queue. Preview must be selected for the VP
Queue f unction to work.
Highlight Control tabs
Similar to the Glow settings, Highlight is also
broken down into tabbed sections for fine control
over each aspect of the Highlight effect. The four
tabs are:
Highlight Properties (page 3–387)
Highlight Geometry (page 3–389)
Highlight Preferences (page 3–391)
Lens Effects Gradients (page 3–392)
Button group
Reset—Resets Lens Effects Highlight to its default
settings.
Loa d—Displays a Windows-standard file open
dialog from which you can select the sett ings fi le
you want to load.
SaveDisplays a Windows-standard Save As
dialog in which you specify a directory and
filename. L ens Effects Highlight sett ing s are saved
as LZH files.
Highlight Proper ties
Video Post toolbar > Add Image Filter Event > Choose
Lens Effects Highlight from Filter Plug-In list > Setup >
Properties tab
The Lens Effects Highlight properties enable you
to determine which parts of your scene will have
high lights applied to them , as well as how the
highlights are to be applied.
Interfa ce
The Properties panel is broken down into two
sections: Source and Filter.
Source group
The Source section lets you select any G-Buffer
data in the scene that will have a highlight applied
to it. Lens Effects Highli ght will beg in the process
by finding the source pixels from your scene that
you want to glow.
Whole—Lets you apply highlights to the whole
scene, not just a particular piece of geometr y. This,
in effect, makes each pixel in the scene a potential
highlight source. The areas of the scene that have
highlights applied to them are determined by the
settings in the Fi l te r section of the dialog.
Object I D—The Object ID Lets you apply highlights
to particular objects in your scene that hav e a
correspondingG-Buffer(orObject)ID.The
G-Buffer is a geome try buffer and can be defined
when you right-click any 3ds Max object and select
Properties from the menu. Then, set the Object
ChannelIDundertheG-BufferIDcontrols.This
parameter can be
animated (page 3–365)
.
Effects ID—The Effects ID lets you apply the
highlighttoanobjectorpartofanobjectwitha
specific Effects ID assigned to it. Effects ID’s a re
applied in the materials editor by assigning the