2008

NOTE To apply different glow settings to different pieces of geometry or IDs, add
more glow entries to the video post queue. Set each glow entry to affect a different
Effect or Object ID, and set the appropriate settings. This process will call the glow
routine multiple times, increasing your rendering time. Try to keep the number
of glow routines to a minimum per frame.
Unclamped An unclamped color is brighter than pure white (255,255,255).
3ds Max 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 is glowed. 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. This parameter can be animated.
Surf Norm Glows 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. This
parameter can be animated.
Mask Glows the mask channel of an image. The spinner value represents
the level of grayscale present in a Mask. When this is set, any part of 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 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 also be animated. Range = 0 to 255.
Z Buffer Hi and Lo 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 will 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 only place in your scene that Glow
applies an effect.
Lens Effects Filters | 6679