
The CameraMap Operator offers a powerful way to map particles and use mapping
data in such a creative way you might have not thought of before!
Mapping coordinates are created in a similar way like you might already
know it form the standard camera map modifier of 3ds Max.
There are many ways to use this operator to create particle effect, things
like camera mapping thousands of little spheres to form an object and
disintegrate it or rebuild it from a dust cloud. A camera mapped particle
setup might be used to drive a fragmentation and so on ... just imagine
what YOU can do.
Be aware that the particles MUST have a shape BEFORE applying the camera
mapping, so use Camera Map in a dynset after Object2Particle or StdShape
or GeomInstance, not before.
Also realize the Camera Map operator can be controlled with its "On"
input to assign the mapping at a distinct point in time such as the particle's
birth. If an additional UV channel is needed later this can be accomlpished
by again controlling the "On" input and specifying a new UV
channel integer (or of course it can overwrite the previous UV assignment).
One very powerful way to use this operator is to pick the main render camera
and allow the CameraMap operator to activate every frame or sample. Then
in a compositing program you can paint a mask on top of the rendered sequence
and use that mask to activate certain particles or areas. For example
during a shot driving through a collapsing canyon you can paint per frame
which parts of the canyon will be activated (fragmented, etc). Be aware
you may need to add additional controls such as distance checks to the
camera to avoid affecting all particles in that line of depth (i.e. the
ray created from the camera through the mask out to infinity).
ON - (Bool) This input data
stream determines whether the operator is considered 'on' or 'off.' You
can connect other operators to this input channel such as a Bool
Helper to activate/deactivate the whole operator.
Time (Time) - This input data stream is used to define the local
time for the operator when the user wants to override the default system
time.
Particle (Particle) - This applies the camera mapping to the selected
particle group. This MUST be connected and will be highlighted
yellow if it is not.
Camera (Node) - this port may be used to input a Camera Object
(through a Node helper)
Map Channel (Integer) - sets the Map channel to be used by the
Camera Map operator.
There are no outputs for this operator

None - click this button to select a camera object in the 3ds
Max viewport. You may also feed in the camera information into this node
by using a Node helper and the Camera input port.
Map Channel - sets the map channel to be used/created by this
operator for its camera mapping