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Properties from the menu. Then, set the Object Channel ID under the G-Buffer
ID controls.
Material ID Applies the Lens Effect to an object or part of an object with a
specific
Material ID channel on page 5252 assigned to it. Assign the Material
ID channel in the Material Editor, using the
Material ID channel flyout on
page 5254 . The Lens Effect will be applied only to areas of the geometry where
that particular ID channel is present.
TIP In some cases you might want to apply different Lens Effects settings to
different pieces of geometry or IDs. To accomplish this, add additional Lens Effects
entries to the Lens Effects Parameters list. Then set each different Lens Effect entry
to affect a different Material ID or Object ID and proceed.
Unclamp An unclamped color is brighter than pure white (255,255,255).
The software keeps track of these "hot" areas which tend to show up when
your scene contains bright metallic highlights or explosions. This spinner lets
you determine the lowest pixel value that the Lens Effect is applied to. Pure
white has a pixel value of 1. When this spinner is set to 1, any pixels with a
value above 255 will be glowed. You can invert this value by clicking the I
button to the right of the spinner.
Surf Norm Applies the Lens Effect to 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 Norm to 45, only surfaces with normal angles greater than 45 degrees
will be glowed. You can invert this value by clicking the I button to the right
of the spinner.
Whole Applies the Lens Effect to the whole scene, not just a particular piece
of geometry. This, in effect, makes each pixel in the scene a potential Lens
Effect source. The areas of the scene that have the Lens Effect applied to them
are determined by the settings in the Image Filters group box.
Alpha Applies the Lens Effect to the alpha channel of an image. The
transparency of an alpha channel is interpreted opposite that of the Mask
channel. Range=0 to 255.
Z Hi/Z Lo Highlights 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 will be
highlighted.
Lens Effects Rendering Effects | 6441