8

Camera Map Modifier (Ob ject Space) 549
The Plate Match/MAX R2.5 antialiasing should be
used whenever t rying to match foreground objects
with an unfiltered background or when trying to
match the antialiasing qualities of the 3ds Max 2.5
renderer.
Pr ocedur es
The following steps show how to apply the Camera
Mapmodifier,andhowtosetupyourscene.
To apply the Camera Map modifier:
1.
Createascenewithacameraandoneormore
objects. Make sure the object you want to map
is visible in the Camera view port.
2. Select the object, and apply the Camer a Map
modifier.
Use the Object-Space Camera Map modifier,
the one without t he asterisk.
3. Ifyouhaveanimationinthescene,movetothe
frame where you want the object map to m atch
the background. For example, if t he camera is
animated, the mapping will match only at this
frame.
4. On the Camera Mapping rollout, click Pick
Camera, and then select the camera used for
the rendered view.
To assign a back ground image to the Camera
viewport:
Note:
This procedure is not necessary for successful
rendering, but if you want to see the effect in a
viewport, follow t hese steps.
1. Activate the Camera viewport and turn off the
grid.
2. Choose View s menu > Viewport Background.
3. On the Viewport Background dialog that
displays, click the Files button, and choose
thesamebitmapthatyouplantoapplyasa
background for the rendered scene, and as a
diffusemapontheobject.
4. In the Aspect Ratio group, choose Match
Rendering Output.
5. Turn on Display B ackg round, and click OK.
The dialog is dismissed and the map is
displayed in t he viewport.
To assign a mapped mater ial to the object:
1.
In the Material Editor, create a standard
material to whose Diffuse component you’ve
assignedthesamebitmapasyouassignedto
the b ackg round.
2. At the D iffuse Map level of the material, turn on
the Show Map In Viewport button.
3. Select the object, and click Assign Materia l To
Selection.
The map on the object in the viewport matches
theviewportbackground,buttheshading
makes the object visible. To make the object
truly invisible, go to the next step.
4. At the top level of the object’s material, set
Specular Level and Glossiness to 0. Turn off Self
Illumination Color, and set Self Illumination
to 100.
The object is now camouflaged against the
background.
To assign the background to the rendered
back gr oun d:
1.
Choose Rendering menu > Environment.
2. In the Environment dialog that displays, click
the button below "Environment Map" to open
the Material/Map Browser.
3. Under the Browse From group box, choose
Material Editor.
4. Tu r n off Ro ot On ly, f ind the map in the lis t
w indow, highlight it, and choose OK.
5. Choose Copy in the dialog, and click OK.
6. Render the Camera viewport.