What's new: MAX 2013 versions available for download

CameraMapGemini BETA

CameraMapGemini is a new camera map modifier that makes your 3ds max projection work more flexible, more stable and easier to manage.

What is Camera Projection / Camera Mapping ?

Camera Projection is a technique that is derived from matte painting, a process to quickly design backgrounds for film scenes without actually building them on set. Back in the days, matte artists would paint on glass (e.g. a landscape). By rephotographing the painting through the film camera it would look as if the actors are standing in the environment designed by the painter. This works, as long as the camera position does not change too drastically.

Nowadays, you can use 3d software such as 3ds max to project matte paintings or map textures onto 3d geometry. This can give you a lot of photographic detail without the need to model and texture huge amounts of elements by hand. A typical 3d camera projection consists of:

1. painting / texture map

2. geometry to project on

3. camera through which to project the image

Please visit the following link on the cgarchitect website for a great tutorial on camera mapping in 3ds max.

http://www.cgarchitect.com/resources/tutorials/misc/tutorial2.asp

Why would you need more than one camera projection ?

Camera mapping with a single image and camera works great for scenes that have a static shot camera or where the shot camera is not moving too much. If there is a lot of parallax though, the single projection can fall apart and stretching or double projections can become visible. Those artifacts can be fixed by setting up a new camera from a different angle than your previous projection camera and by mapping another image through the new camera. Then you could set up a b/w map to blend between those 2 projections. If your camera flies through a valley, for example, using more than one camera to cover different areas is a possible way to map the environment.

What is CameraMapGemini and why would I need it ?

CameraMapGemini is a free modifier / map plugin for camera projection work in 3ds max. It is the most stable, convenient and powerful camera map solution currently available for 3ds max. I am developing it in my free time. CameraMapGemini overcomes a lot of limitations of 3ds max's builtin modifiers / maps / plugins and it finally allows you to use projections that do not rely any longer on having the same resolution and/or image aspect ratio as the rendered output image. For a full list of features, see below.

Features

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.

Planned Features

Demo Scenes


Demo scene for mountain projection (single projection camera)

crate demo scene

Per Pixel Rendering and Multiple Projections

What's new ? / Version History

0.1
- initial demo version supporting 10 projections and free aspect ratio

0.11
-3ds Max 2010 version available
-introduced static projections, when activated camera and object transformations will be calculated at a specific frame
-this allows you to "freeze" projections without having to link the camera to the object

0.13
-custom resolution per projection slot
-CameraMapGeminiMap for per-pixel rendering
-additional controls for back faces, faces behind the camera and projection angle thresholds
-small bug fixes

0.14
-implemented MAX 2012 version
-files saved with MAX 2012 can be opened in 2011 and 2010 (plugin is backwards compatible)

0.16
-small changes to way alpha channels were handled in the per-pixel map. Before, alpha channels of projection maps were propagated through the mono channel output. Now the alpha channel is premultiplied before it is passed off to the shader. This corresponds to the behaviour of the default MAX per pixel rendering map.
-added new checkbox in map that allows to toggle the influence of the face normal blending on the mono channel output
-added new checkbox in map that allows to have symmetric face normal blending on back side faces

0.17
-recompiled version 0.17 for 3ds Max 2013 32-Bit and 64-Bit

Download and test the FREE beta version

v0.11
CameraMapGemini_2009_x86.dlm    (3ds Max 2009 32-Bit)
CameraMapGemini_2009_x64.dlm    (3ds Max 2009 64-Bit)

CameraMapGemini_2010_x86.dlm    (3ds Max 2010 32-Bit)
CameraMapGemini_2010_x64.dlm    (3ds Max 2010 64-Bit)

(due to large changes in the plugin data structure version 0.11 can no longer be supported)

v0.13
CameraMapGemini2009_Win32_Release.dlm    (3ds Max 2009 32-Bit)
CameraMapGemini2009_x64_Release.dlm    (3ds Max 2009 64-Bit)

CameraMapGemini2010_Win32_Release.dlm    (3ds Max 2010 32-Bit)
CameraMapGemini2010_x64_Release.dlm    (3ds Max 2010 64-Bit)

v0.14
CameraMapGemini2009_Win32_Release.dlm    (3ds Max 2009 32-Bit)
CameraMapGemini2009_x64_Release.dlm    (3ds Max 2009 64-Bit)

CameraMapGemini2010_Win32_Release.dlm    (3ds Max 2010 32-Bit)
CameraMapGemini2010_x64_Release.dlm    (3ds Max 2010 64-Bit)

CameraMapGemini2012_Win32_Release.dlm    (3ds Max 2012 32-Bit)
CameraMapGemini2012_x64_Release.dlm    (3ds Max 2012 64-Bit)

v0.16
CameraMapGemini2009_Win32_Release.dlm    (3ds Max 2009 32-Bit)
CameraMapGemini2009_x64_Release.dlm    (3ds Max 2009 64-Bit)

CameraMapGemini2010_Win32_Release.dlm    (3ds Max 2010 32-Bit)
CameraMapGemini2010_x64_Release.dlm    (3ds Max 2010 64-Bit)

CameraMapGemini2012_Win32_Release.dlm    (3ds Max 2012 32-Bit)
CameraMapGemini2012_x64_Release.dlm    (3ds Max 2012 64-Bit)

Please use 2010 version for 3ds Max 2011.

v0.17
CameraMapGemini2013_Win32_Release.dlm    (3ds Max 2013 32-Bit)
CameraMapGemini2013_x64_Release.dlm    (3ds Max 2013 64-Bit)

License

This plugin is freeware. You may use it freely for personal and commercial projects.

Installation instructions

-Download the .dlm files for the 3ds Max version that you are using (2009, 2010, 2011, 2012, 2013, 32-Bit or 64-Bit)
-Copy them into the 3ds max plugins folder:e.g. c:\Program Files\Autodesk\3ds Max\plugins\
-Restart 3ds Max
-the CameraMapGemini modifier can be added as a modifier to any geometric object through the modifier panel
-the CameraMapGemini map can be applied as a map in the material editor

Feedback / Bugs / Suggestions / Mailing List

I would love to hear your feedback. Please send suggestions and bug reports to my email below. If you want to be updated on future developments, send me an email and I will add you to the list. Thank you !

Markus Boos
VFX Artist / Technical Director
Los Angeles, CA
USA

project|gemini VFX
http://www.projectgemini.net


 

 

Warranty Disclaimer

This software is provided as is without warranty of any kind whether expressed or implied.
In no event shall the author be held liable for any damages whatsoever, including without limitation, damages for loss of business profits, business interruption, loss of business information, or any other loss arising from the use or inability to use the software.

 

Video Tutorials

Password is: cammap

For some reason the videos are blurrier than the original. I am investigating this issue and apologize for the inconvenience.

 

CameraMapGemini #1 - Introduction to Camera Projection

CameraMapGemini #1 - Introduction to Camera Projection from Markus Boos on Vimeo.

Introduction to the free CameraMapGemini projection plugin for 3ds Max.

What is camera mapping?

Small correction (02:35), UVs in screen space are as follows:
bottom left 0,0
bottom right 1,0
top left 0,1
top right 1,1

For more info go to http://www.projectgemini.net/CameraMapGemini

CameraMapGemini #2 - Demonstration of modifier plugin

CameraMapGemini #2 - Demonstration of modifier plugin from Markus Boos on Vimeo.

Part #2 of the video tutorial series about the free CameraMapGemini projection plugin for 3ds Max.

Why CameraMapGemini is better than 3ds Max's default plugins:
-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.

For more info go to http://projectgemini.net/CameraMapGemini

CameraMapGemini #3 - Map Channel & Material IDs explained

CameraMapGemini #3 - Map Channel & Material IDs explained from Markus Boos on Vimeo.

Part #3 of the video tutorial series about the free CameraMapGemini projection plugin for 3ds Max.

Explaining the difference between map channels and material ids so we can make proper use of map channels when setting up multiple projections with CameraMapGemini.

For more info go to http://projectgemini.net/CameraMapGemini

CameraMapGemini #4 - Setting up multiple projections with CameraMapGemini

CameraMapGemini #4 - Setting up multiple projections with CameraMapGemini from Markus Boos on Vimeo.

This video shows how to set up multiple projections using the composite map and how to use the 3ds Max viewport canvas to apply patches.

For more info go to http://projectgemini.net/CameraMapGemini

CameraMapGemini #5 - How to set up per pixel rendering with CameraMapGemini

CameraMapGemini #5 - How to set up per pixel rendering with CameraMapGemini from Markus Boos on Vimeo.

This video shows how to set up per pixel rendering with CameraMapGemini.

For more info go to http://projectgemini.net/CameraMapGemini