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Cap Holes Modifier 569
4.
In the Aspect Ratio group, choose Match
Rendering Output.
5. Turn on Display Background, and click OK.
Thedialogisdismissedandthemapis
displayed in the viewport.
To a ssign a ma pped mat eri al to the object:
1.
In the Material Editor, create a standard
material to whose Diffuse component you’ve
assigned the same bitmap as you assigned to
the b ackground.
2. AttheDiffuseMaplevelofthematerial,turnon
the Show Map In Viewport button.
3. Select the object, and click Assign Material To
Selection.
The map on the object in the viewport matches
the viewp ort background, but the shading
makes the object visible. To make the object
truly invisible, go to the next step.
4. At t he 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 back ground to the rendered
backgr ou nd :
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. U nder the Browse From group bo x, choose
Material Editor .
4. Turn off Root Only, find the map in the list
w indow, highlight it, and choose OK.
5. Choose Copy in the dialog, and click OK.
6. Render the Camera viewport.
The mapped object is camouflaged against the
background in the rendered scene.
Interfa ce
Pick Camera—To a ppl y the U V W c o ord i n ate s , clic k
this button, and then select the camera through
which you’re going to view the scene.
Ma p Channel—Tur n on and choose a map channel
to use. Map cha nnels are specified in the Material
Editor.
Vertex Color Channel—Uses the V ertex Color
channel.
Ca p H oles M odif i er
Selec t a mesh object. > Modify panel > Mod ifie r List >
Cap Holes
Select a mesh object. > Modifiers menu > Mesh Editing
>CapHoles
Cap Holes used to make the cake appear solid