Camera Map Operator 

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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).

Operator Inputs 

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.

Operator Outputs 

There are no outputs for this operator

Rollout Menu 

cammap rollout

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