Folks... The great plugin Camera Map Gemeni, which lets you easily camera map from multiple camera, and no UVs (no subdividing to get accurate camera maps) is seeking funding to update for 2015/2016. This is a great plugin. Please consider donating a few buck; we will all benefit. I put my hat in the ring.
https://www.indiegogo.com/projects/c...r-3ds-max-2015
Description:
Features
supports up to 10 individual projections ( = camera & map channel ) within 1 modifier, good for complex projection setups
custom projection resolution settings and not tied to render resolution, more flexibility for aspect ratios that diverge from rendered output image
all projections can be toggled on and off individually within the modifier
projection camera names clearly visible in separate scrolling text field
projection cameras directly selectable in the modifier panel
acts like a WorldSpace Camera Map modifier, takes object and camera transformation into account (this means if an object is moving through the projection it will update every frame), projections will always stay "live" and recalculate on the fly if the camera or the projected object is animated
is in fact a regular ObjectSpace modifier, so other modifiers still can go on top
more stable than 3ds max's default Camera Map object space and world space modifiers, no more lost connections to cameras or mapping channel numbers when cloning, no reassignment necessary
works properly as instanced modifier, many objects can share the same projection setup
all parameters exposed and controllable via MAXScript
since it is a modifier that projection results can be seen in viewport by turning on map
option to act as an object space modifier so that projections are frozen at a certain frame
custom resolution per projection channel, each projection can have its own map size now
per pixel rendering supported by custom CameraMapGeminiMap. It works like the CameraMapPerPixel map but reads out modifier's settings so projections only need to be set up once (in modifier).
CameraMapGeminiMap has additional controls for projection angle threshold, toggles for projecting on back faces and faces behind the camera
fully backwards compatible from MAX 2012. If scenes are saved out from MAX 2012 in the MAX 2010 or MAX 2011 file format, plugin data will load properly in those earlier MAX versions.
Per Pixel Rendering
Regular modifier-based solutions in 3ds Max have the limitation of getting distortions when projecting images onto geometry that is too "low-res". Mapping coordinates are interpolated between mesh vertices and if there are only few faces covering a wide projection area, distortions might occur. To solve this problem, the additional CameraMapGeminiMap was created. It is not necessary anymore to subdivide the mesh before the projection by using the Tesselate or Turbosmooth modifiers underneath because the CameraMapGemini map will render the projection on a per-pixel basis.
For more information, please have a look on the official website:
http://www.projectgemini.net/CameraMapGemini/
https://www.indiegogo.com/projects/c...r-3ds-max-2015
Description:
Features
supports up to 10 individual projections ( = camera & map channel ) within 1 modifier, good for complex projection setups
custom projection resolution settings and not tied to render resolution, more flexibility for aspect ratios that diverge from rendered output image
all projections can be toggled on and off individually within the modifier
projection camera names clearly visible in separate scrolling text field
projection cameras directly selectable in the modifier panel
acts like a WorldSpace Camera Map modifier, takes object and camera transformation into account (this means if an object is moving through the projection it will update every frame), projections will always stay "live" and recalculate on the fly if the camera or the projected object is animated
is in fact a regular ObjectSpace modifier, so other modifiers still can go on top
more stable than 3ds max's default Camera Map object space and world space modifiers, no more lost connections to cameras or mapping channel numbers when cloning, no reassignment necessary
works properly as instanced modifier, many objects can share the same projection setup
all parameters exposed and controllable via MAXScript
since it is a modifier that projection results can be seen in viewport by turning on map
option to act as an object space modifier so that projections are frozen at a certain frame
custom resolution per projection channel, each projection can have its own map size now
per pixel rendering supported by custom CameraMapGeminiMap. It works like the CameraMapPerPixel map but reads out modifier's settings so projections only need to be set up once (in modifier).
CameraMapGeminiMap has additional controls for projection angle threshold, toggles for projecting on back faces and faces behind the camera
fully backwards compatible from MAX 2012. If scenes are saved out from MAX 2012 in the MAX 2010 or MAX 2011 file format, plugin data will load properly in those earlier MAX versions.
Per Pixel Rendering
Regular modifier-based solutions in 3ds Max have the limitation of getting distortions when projecting images onto geometry that is too "low-res". Mapping coordinates are interpolated between mesh vertices and if there are only few faces covering a wide projection area, distortions might occur. To solve this problem, the additional CameraMapGeminiMap was created. It is not necessary anymore to subdivide the mesh before the projection by using the Tesselate or Turbosmooth modifiers underneath because the CameraMapGemini map will render the projection on a per-pixel basis.
For more information, please have a look on the official website:
http://www.projectgemini.net/CameraMapGemini/