Autodesk 62205-051408-9001 User Guide - Page 881

Render Elements, Combustion Map Interface, 2D Mapping Coordinates

Page 881 highlights

Combustion Map Interface ❚❘❘ rendered scenes with video layers in Combustion. For example, Combustion provides 3D Post Filters-operators specifically designed to work with channels that comprise the RPF format. Learn more about the RPF/RLA format beginning with Using Rich Pixel Renderings. Render Elements Render elements are independent scene properties such as diffuse color, reflections, shadows, and specular highlights that you can render out as separate image sequences. Once rendered, imported these sequences to Combustion. Doing so gives you precision-control over a scenes attributes, and permits fine-tuning of the result composite. Learn more about creating Combustion maps beginning with Using Render Elements. 2D Mapping Coordinates Like any 2D map in 3ds Max, mapping coordinates control how a Combustion map is positioned on objects. For geometric primitives, mapping coordinates are usually provided automatically. For some kinds of geometry, such as meshes, patches, and NURBS surfaces, you must apply a UVW Map modifier to provide mapping coordinates. See Tips for Working with a Combustion Map in 3ds Max. Controls in a 2D map's Coordinates rollout affect how the map is positioned. Combustion Map Interface To create a Combustion map, use the Material Editor in 3ds Max. In 3ds Max, a material is data that you assign to the surface or faces of an object so that it appears a certain way when rendered. Materials affect the color of objects, their shininess, their opacity, and so on. The Material Editor is the portion of 3ds Max that creates and manages materials.In the Material Editor, you can assign maps to a material's color components and to its numeric components such as opacity. Maps add images, patterns, color adjustments, and other effects to the visual properties of the material. A Combustion map is a 2D diffuse map that you create from the Material Editor in conjunction with Combustion. This section describes the Combustion map interface in the Material Editor, in 3ds Max. These controls are described in detail in the 3ds Max User Reference and the 3ds Max online reference. When you work with a Combustion map, note the following points: • When you apply a Combustion map to an object, leave mapping set to the default values of Texture and Explicit Map Channel. • When you use a Combustion map as an environment map, set mapping to Environ and then select the mapping shape from the Mapping list. • The offset, tiling, mirror, and angle controls are useful especially when the size of the projected Combustion map is smaller than the geometry. • You can choose between UV, VW, and WU projections. (You can also do this from the Combustion Parameters rollout, as described in the following section.) UV projects onto the surface of 865

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Combustion Map Interface
865
❚❘❘
rendered scenes with video layers in
Combustion
.
For example,
Combustion
provides 3D Post
Filters—operators specifically designed to work
with channels that comprise the RPF format. Learn
more about the RPF/RLA format beginning with
Using Rich Pixel Renderings
.
Render Elements
Render elements are independent scene properties
such as diffuse color, reflections, shadows, and
specular highlights that you can render out as
separate image sequences. Once rendered, imported
these sequences to
Combustion
. Doing so gives you
precision-control over a scenes attributes, and
permits fine-tuning of the result composite. Learn
more about creating
Combustion
maps beginning
with
Using Render Elements
.
Combustion Map Interface
To create a
Combustion
map, use the Material Editor
in
3ds Max
. In
3ds Max
, a material is data that you
assign to the surface or faces of an object so that it
appears a certain way when rendered. Materials
affect the color of objects, their shininess, their
opacity, and so on.
The Material Editor is the portion of
3ds Max
that
creates and manages materials.In the Material
Editor, you can assign maps to a material’s color
components and to its numeric components such as
opacity. Maps add images, patterns, color
adjustments, and other effects to the visual
properties of the material.
A
Combustion
map is a 2D diffuse map that you
create from the Material Editor in conjunction with
Combustion
.
This section describes the
Combustion
map
interface in the Material Editor, in
3ds Max
.
2D Mapping Coordinates
Like any 2D map in
3ds Max
, mapping coordinates
control how a
Combustion
map is positioned on
objects.
For geometric primitives, mapping coordinates are
usually provided automatically. For some kinds of
geometry, such as meshes, patches, and NURBS
surfaces, you must apply a UVW Map modifier to
provide mapping coordinates. See
Tips for Working
with a Combustion Map in 3ds Max
.
Controls in a 2D map’s Coordinates rollout affect
how the map is positioned.
These controls are described in detail in the
3ds Max
User Reference
and the
3ds Max
online reference.
When you work with a
Combustion
map, note the
following points:
When you apply a
Combustion
map to an object,
leave mapping set to the default values of Texture
and Explicit Map Channel.
When you use a
Combustion
map as an
environment map, set mapping to Environ and
then select the mapping shape from the Mapping
list.
The offset, tiling, mirror, and angle controls are
useful especially when the size of the projected
Combustion
map is smaller than the geometry.
You can choose between UV, VW, and WU
projections. (You can also do this from the
Combustion
Parameters rollout, as described in the
following section.) UV projects onto the surface of