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388 Chapter 19: Video Post-Production
material one of the eight Material Effects channels
that are available. See
G-Buffer (page 3–1040)
.
This parameter can be animated.
The highlights are then only applied to areas of the
geometry where that particular ID is present.
Note: In many instances, you may want to apply
different highlig ht settings to different pieces
of geometry or ID’s. To accomplish this, add
additional Lens Effects Highlight entries to
the Video Post queue. Then set each different
Highlight entry to effect a different Effect or Object
ID and proceed.
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 highlighted. Pure white
has a pixel va lue 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
to the right of the spinner. T his parameter can be
animated.
Sur f Norm—Highlig hts part of an object, based
on the angle of the surface normal to the camera.
A value of 0 is coplanar, or parallel to the screen.
A value of 90 is normal, or perpendicular to the
screen. If you set Surf N orm to 45, only surfaces
with normal angles greater than 45 degrees wi ll be
glowed. You can invert this value by clicking the I
button to the right of the spinner . This parameter
can be animated.
Mask—Highlights 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 in the final image. You can invert this value
by clicking the I button to the right of the spinner.
This parameter can be animated. Range = 0 to 255.
Alpha—Highlights the alpha channel of an
image. The transparency of an alpha channel is
interpreted opposite that of the Mask channel.
Values range f rom 0 to 255. This parameter can be
inverted by clicking the I button to the right of the
spinner, and can a lso b e animated.
ZBufferHiandLoHighlights objects based
on their distance (Z-Buffer distance) from the
camera. The Hi value is the maximum distance
and the Lo v a lue is the m inimum. Any objects
between these two Z-Buffer dist ances will be
highlig hted. These p arameters can be animated.
Filter group
Filters the Source selections to let you control
how the highlight is applied. For example, yo u
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
selectsallofthespheres,thatistheonlyplacein
your scene that Highlight will apply an effect.
However, now that Highlight knows where the
pixels are that
can
be highlighted, it needs to know
which ones to actually apply the highlights to.
Highlight uses the filter controls to find out which
source pixels to apply the highlight to .
All—Selects all source pixels in the scene and
applies a highlight to them.
Edge—Selectsallsourcepixelsalongaboundary
edge and applies a hig hlight to them. Applying a
highlight along the edges of objects produces a soft
halo that exists on both inside and outside edges
of your object.