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372 Chapter 19: Video Post-Production
Inter face
The Properties panel is broken down into two
sect ions: Source and Filter.
Source group
The Source section lets you select any G -Buffer
data in the scene that will have a highlight applied
to it. Lens Effects Highlight will begin the process
by finding the source pixels from your scene that
you want to glow.
Whole—Lets you apply high lights to the whole
scene, not just a particular piece of geometry. This,
in effect, makes each pixel in the scene a potential
highlight source. The areas of the scene that have
highlights applied to them are determined by the
settings in t he Filte r section of the dialog .
Object I D—The O bject ID Lets you apply highlig hts
to particular objects in your scene that have a
correspondingG-Buffer(orObject)ID.The
G-Buffer is a geometry buffer and can b e defined
when you r ight-click any 3ds Max object and select
Properties from the menu. Then, set the Object
ChannelIDundertheG-BufferIDcontrols.This
parameter can be animated (page 3–349) .
Effects ID—The Effects ID lets you apply the
highlighttoanobjectorpartofanobjectwitha
specific Effects ID assigned to it. Effects ID’s are
applied in the materials editor by assigning the
material one of the eig ht Material Effects channels
that are available. See G-Buffer (page 3–946).This
parameter can be animated.
The highlights are then only applied to areas of the
geometry w here that particular ID is present.
Note: In many instances, you may want to apply
different highlight settings to different pieces
of geometry or ID’s. To accomplish this, add
additional Lens Effects Highlight entries to
the Video Post queue. Then set each different
Highlight entr y to effect a different Effect or Object
ID and proceed.
Unclamped—An unclamped color is brig hter than
pure w hite (255,255,255). 3ds Max keeps tr ack
of these "hot" areas w hich tend to show up when
your scene contains bright metallic hig h lig hts or
explosions. This spinner lets you determine the
lowest pixel value that is highlighted. Pure white
has a pixel value of 1. When this spinner is set to 1,
any pixels with a value above 255 will be glowed.
You can invert this value by clicking the I button
totherightofthespinner.Thisparametercanbe
animated.
Sur f Norm—Highlights part of an object, based
on the angle of the surface normal to the camera.
A value of 0 is coplanar , or parallel to the screen.
A value of 90 is normal, or perpendicular to the
screen. If you set Surf Norm to 45, only surfaces
w ith normal angles greater than 45 degrees will be
glowed. You can invert this value by clicking the I
button to the righ t of the spinner. This parameter
can be animated.
Mask Highlights the mask channel of an image.
Thespinnervaluerepresentsthelevelofgrayscale
presentinaMask. Whenthisisset,anypartof
the Mask images larger than the set value will be
glowed in the final image. You can invert this value
by clicking the I button to the right of the spinner.
This parameter can be animated. R ange = 0 to 255.
Alpha—Highlights the alpha channel of an
image. The transparency of an alpha channel is
interpreted opposite that of the Mask channel.
Va lues range f rom 0 to 255. This par ameter can be