From the course: 3ds Max: Tips, Tricks and Techniques

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Projecting UVs with the Camera Map world-space modifier

Projecting UVs with the Camera Map world-space modifier - 3ds Max Tutorial

From the course: 3ds Max: Tips, Tricks and Techniques

Projecting UVs with the Camera Map world-space modifier

- [Instructor] In the previous movie we saw how to apply a displace space warp in order to deform a terrain plane using a height map and additionally that deformation or displacement is happening in world space and that gives us the ability to position, rotate and set parameters for the plane to optimize polygon counts, so that we've concentrated all of the detail within the camera's field of view. You can see in the top view port of the scene here, I've got a camera, and this terrain object is positioned and rotated so that it's filling the camera field of view. And if we go over to the perspective view with the move tool we can move that terrain around and you can see that the displacement is stuck to the world. No matter where we move that object, the displacement remains the same. However, the material on the object is not being applied in world space, and as I move that object around, you can see the texture sort of swimming in the camera view port here. Well, we can easily set…

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