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Mastering
3D Studio MAX R3 |
Understanding Camera Mapping
Camera mapping is an exceedingly powerful technique that allows you to
use a 2D photograph with simple geometry to substitute for very complex
geometry and mapping. The beauty of the technique, and the difference
between this and sophisticated compositing, is that the camera can move
(within limits) within the scene, and the features of the photograph will
appear to move as they should relative to the camera, with the parallax
that would occur if the camera were really in the 3D scene of the photograph.
This can achieve extremely realistic shots with very little work.
Camera mapping is often used in film to create establishing shots of
exotic locales without going to the trouble and expense of a location
shot. The groundbreaking subway shot in The Matrix also employed
a very similar principle to camera mapping. The CG camera was programmed
to choose between several photographs of different angles of the subway,
based on its position and the angle of incidence to the geometry. Because
of this, you got a very realistic shot without every detail of the subway
having to be modeled and individually mapped. This is more complex than
MAXs camera mapping, but it is essentially the same cheat.
Very few people realize how much camera mapping is used in big-budget
films. This is one of the tricks of the big boys (and girls).
How Camera
Mapping Works
Camera mapping starts with a photograph of the scene you want to create.
What you want to do is map crude versions of the main features of the
photograph with the same map as the background, so that when the camera
moves, its relation to these features changes realistically. (Parallax
is the illusion of background elements moving more slowly than foreground
elements, due to the perspective effect that makes background distances
appear smaller. Recreating this illusion when using a 2D background makes
the difference between a fake-looking composite and a shot that can be
mistaken for real film footage.)
The difference between camera-mapping your features and just mapping
them with regular UVW mapping is that camera maps are projected with the
converging perspective lines of an actual camera lens, whereas normal
mapping is projected along parallel lines. You cant get the same
effect from one photograph with just normal mapping.
Matching
Your Camera to Your Photo
When youve got your photo, the first step in camera mapping is
to match your CG camera to the exact position and focal length of the
camera that took the photograph. If you took the photograph, this may
be quite straightforward. If not, you may have to deduce this from clues
in the photograph.
Loading background images into a viewport is covered in Chapter 5. You
will need to pan and orbit your camera viewport so that the ground plane
and horizon line of the camera match the ground plane and horizon line
of the photograph.
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| TIP In Create
Ø Helpers, you can choose Camera
Match from the drop-down list to create camera points in your scene.
You can then use Camera Match in the Utilities tab to assign these
camera points to correspond with points in the background photo. Click
Create Camera to create a CG camera to match the real camera that
took the photograph. (In this case, you would build the geometry determining
the camera points first.)
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Matching
Simple Geometry to Your Photo
The next step is to model geometry corresponding to the main features
of the landscape: the tall buildings, mountains, large bridges, and so
forth. These models can be very rudimentarya box for a building,
a box or patch grid edited to fit the curvature for a mountain, and so
forth. You need to include the features that the camera passes and those
that stand out from the background as it approaches.
Applying
the Camera Map Modifier
To apply the Camera Map modifier in MAX, you must have your background
photo loaded as an Environment background. (This will be covered in Chapter
10.) Apply a Camera Map modifier (World Space type) to each of your modeled
features. Go to the frame where you need to match the backplate, click
Pick Camera, and (using Select by Name) select the camera of the view
you want to match. You need to turn off all the foreground objects
shading properties, so make a material that has zero Specular Level and
Glossiness, set Self-Illumination to 100, apply the background image to
the Diffuse channel, and then assign it to your objects.
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| NOTE Apply a
seperate Camera Map modifier to each feature, rather than instancing
the modifier between them.
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The World Space version of the Camera Map modifier allows your camera
to move in the scene within the range covered by your photograph, because
it locks the mapping coordinates to world space rather than local space.
If you actually pass an object, you need another image describing what
is behind the object. You can make a new version of the image by taking
it into Photoshop and cloning in what you want. You can apply this map
to the scenery behind the feature by creating a second camera to pick
with the Camera Map modifier and a second material that uses the altered
image in the diffuse map slot.
Camera mapping is a very advanced feature, but theres an excellent
tutorial on it that comes with MAX R3. Learning camera mapping brings
us almost full circle through the development of computer graphicsfrom
2D images to mapped 3D geometry, back to what might be called 2½D...
where 2D images are being substituted for geometry, but in a manner that
is educated by the geometry and camera information of your 3D scene.
Summary
In this chapter, we introduced the Raytrace material, the Matte/Shadow
material, and four compound materials: Double Sided, Top/Bottom, Composite,
and Shellac. We also discussed some of the materials features that are
new to MAX R3.
In the next chapter, you will learn about lighting and how to apply lighting
techniques to your MAX scenes.
© 2000, Frol (selection,
edition, publication)
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