Cesar R Posted June 16, 2013 Share Posted June 16, 2013 I am trying to warp my heard around what this does? I am have been reading the help and I see that it attaches an images to the camera to be used as a background, but in all my testing it seems to produce incorrect reflections. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-FC1E1B94-5B60-41A5-8948-D0676702A767.htm,topicNumber=d30e3986 When would this map be used and how? Link to comment Share on other sites More sharing options...
blank... Posted June 29, 2013 Share Posted June 29, 2013 They say you don't really know something until you teach it to someone else, so, i'll try Environment/Background Camera Map is just one step in integrating CG objects onto a real world backplate (everything i'm writing here is for Mental ray, offcourse). Work flow, or at least one of the work flows, would be this: 1. set a photo as viewport backround (make sure viewport aspect ratio matches photo resolution) 2. hit "8", for environment map set "Environment/Background Switcher" 2.1. in there for background set Environment/Background Camera Map 2.1.1. in there for Map set same photo as viewport background, and set it on Environ with Screen mapping 2.2. for Environment/Reflection set a photo that is used for reflection (if 360° panorama then everything is OK, if not, Environment Probe/Chrome Ball can be used to "cheat") 3. in Matte/Shadow/Reflection material for Camera Mapped Background set instance of Environment/Background Camera Map (same one that is in Environment/Background Switcher for Background). Note: if using physical glass preset (or material set in the same manner) and backplate must be visible through it, then plate onto which mip_matteshadow material is applied must be positioned so that it is visible through the glass. I hope i was clear enough Link to comment Share on other sites More sharing options...
Cesar R Posted June 29, 2013 Author Share Posted June 29, 2013 thank you Link to comment Share on other sites More sharing options...
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