9

Camera Map Modifier (World Sp ace) 513
You apply world-space modifier like you apply
standard object-space modifier. You can access
world-space modifiers from the Modifiers
menu, the Modifier List in the Modify panel,
and applicable modifier sets (page 3–771).A
world-space modifier is indicated by either
an asterisk or the letters “WSM next to its
name. (The asterisk or “WSM distinguishes the
world-spaceversionfromtheobject-spaceversion
of the same modifier, if one exists.)
When you assign a world-space modifier to an
object, it appears at the top of the modifier st ack,
listed as a binding, in the same area as the space
warp bindings.
For a list of world-space modifiers, see List of
Available Modifiers (page 1–497).
World-Space Modifiers and Earlier Space
Warp s
3ds Max 1 provided PathDeform and MapScaler
space war ps. In subsequent versions, these were
replaced by comparable world-space modifiers.
Whenyouopenav1MAXfileinalaterversion
of 3ds Max, objects b ound to the v1 space warps
are automatically assigned the corresponding
world-space modifiers.
Cam era Map Mod ifi er (Wo rld
Space)
Modify panel > Select an object. > Modifier List >
World-Space Modifiers > * Camera Map
Select an object. > Modifiers menu > UV Coordinates > *
Camera M ap
The Camera Map world-space modifier is similar
to the Camera Map modifier (page 1–567),inthat
it applies UVW mapping coordinates to the object
basedonaspecifiedcamera.Asaresult,ifyou
assign the same map as a Screen environment to
the background as you apply to the object, the
object is invisible in the rendered scene.
Themaindifferencebetweentheworld-space
version of Camera Map and the object-space
version is that, whe n you move the camera or the
object using the object-space version, the object
becomes visible, because the UVW coordinates are
fixed to the object’s loc al co ordinates. When you
move the camera or object using the world-space
version, the object remains invisible because world
coordinates are used instead.
Interfa ce
Current Camera Object group
Label—Names the current camera used for
mapping. If there is no current camer a, reads
"None."
Pick Camera—Click this button, and then select the
camera you want used for mapping.
Channel group
Map ChannelSpecifies use of a map channel (page
3–966). Map channels are specified in the Material
Editor (page 2–1409).
Ver tex Color Channel—Specifies us e of the Vertex
Color Channel (see UVW Map Modifier (page
1–922)).