why on earth does the 3dsmax camera map modifier require such insanely subdivide meshes to do a nice camera map? anything not super dense and the texture is wobbly. a guy im working with was showing me the same thing done in maya, on a nice 6 poly mesh… to get the same result in max i require something with literally millions of polys. its a ground plane at a shallow angle to the camera going off very far into the distance… its slowing everything down and making what should be a simple scene into something painful to work with.
I used to use this for camera mapping under Max.
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
EDIT:Max also has a cameramapperpixel, but its usefulness will depend on what you need.