The Camera Map modifier (object-space version) assigns planar mapping coordinates based on the current frame and the camera specified in the Camera Map modifier. This differs from the Camera Map (WSM) modifier, which updates the object's mapping coordinates at every frame.
The following procedures show how to apply the Camera Map modifier, and how to set up your scene.
Apply the Camera Map modifier:
- Create a scene with a camera and one or more objects. Make sure the object you want to map is visible in the Camera viewport.
- Select the object, and apply the Camera Map modifier.
Be sure to use the Object-Space version of the Camera Map modifier.
- If you have animation in the scene, move to the frame where you want the object map to match the background. For example, if the camera is animated, the mapping will match only at this frame.
- On the Camera Mapping rollout, click Pick Camera, and then select the camera used for the rendered view.
Assign a background 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 these steps.
- Activate the Camera viewport and turn off the grid.
- Choose Views menu Viewport Background.
- On the Viewport Background dialog that displays, click the Files button, and choose the same bitmap that you plan to apply as a background for the rendered scene, and as a diffuse map on the object.
- In the Aspect Ratio group, choose Match Rendering Output.
- Turn on Display Background, and click OK.
3ds Max closes the dialog and displays the map in the viewport.
Assign a mapped material to the object:
- In the Material Editor, create a standard material to whose Diffuse component you've assigned the same bitmap as you assigned to the background.
- At the Diffuse Map level of the material, turn on (Show Map In Viewport).
- Select the object, and click (Assign Material To Selection).
The map on the object in the viewport matches the viewport background, but the shading makes the object visible. To make the object truly invisible, go to the next step.
- 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.
Assign the background to the rendered background:
- Choose Rendering menu Environment.
- In the Environment dialog that displays, click the button below "Environment Map" to open the Material/Map Browser.
- Under the Browse From group box, choose Material Editor.
- Turn off Root Only, find the map in the list window, highlight it, and choose OK.
- Choose Copy in the dialog, and click OK.
- In the Exposure Control rollout on the Environment dialog, make sure the exposure is set to <no exposure control> or the turn off the Active switch.
If you don’t do this, you will be able to see the object in the rendering.
- Render the Camera viewport.
The mapped object is camouflaged against the background in the rendered scene.