The Lens Effects Glow properties let you determine which pieces of geometry in your scene will exhibit the effects of the glow filter, as well as how much of a glow is applied.
The ID Channel can range from 1 to 15.
If you give the same ID Channel value to more than one material, all these materials will be post-processed.
To set up an RLA file so it saves Object and Material ID channel data:
When the RLA file has saved the Object and Material ID channels, you can use the rendered scene file as an Image Input event or a Filter or Layer mask, and continue to use the Object or Material ID Channel data.
The Properties panel is divided into two sections: Source and Filter.
Specifies the objects in the scene to which a glow is applied. You can select more than one source option at a time.
Lets you apply the glow to an object or part of an object with a specific Object ID (in the G-buffer), if the object matches the Filter settings. To apply an Object ID glow for an object, right-click the object and select properties from the menu. Then, set the Object Channel ID. Set this field to match, and Lens Effects glow will apply the glow to that object and any other objects with the same ID. This parameter can be animated.
Lets you apply the glow to an object or part of an object with a specific ID channel, if the object or part of the object matches the Filter settings. You apply an ID channel in the Material Editor by assigning the material to one of the available Material ID channels. This parameter can be animated.
The glow will be applied only to areas of the geometry where the ID is present.
An unclamped color is brighter than pure white (255,255,255). 3ds Max keeps track of these "hot" areas which tend to show up when your scene contains bright metallic highlights or explosions. This spinner lets you determine the lowest pixel value that is glowed. Pure white has a pixel value of 1. When this spinner is set to 1, any pixels with a value above 255 will be glowed. You can invert this value by clicking the I button to the right of the spinner. This parameter can be animated.
Glows part of an object, based on the angle of the surface normal to the camera. A value of 0 is coplanar, or parallel to the screen. A value of 90 is normal, or perpendicular to the screen. If you set Surf Norm to 45, only surfaces with normal angles greater than 45 degrees will be glowed. You can invert this value by clicking the I button to the right of the spinner. This parameter can be animated.
Glows the mask channel of an image. The spinner value represents the level of grayscale present in a Mask. When this is set, any part of the Mask images larger than the set value will be glowed in the final image. You can invert this value by clicking the I button to the right of the spinner. This parameter can be animated. Range = 0 to 255.
Filters the Source selections to let you control how the glow is applied. For example, you can have ten spheres in your scene, each with the same Object ID, but different colors. If you set the Source as the Object ID of the spheres, which selects all of the spheres, that is the only place in your scene that Glow applies an effect.
However, now that Glow knows where the pixels are that can be glowed, it needs to know which ones to actually apply the Glow to. Glow uses the filter controls to find out which source pixels to apply a glow to.
Filters the source objects by their hue. Select the hue by clicking the color swatch next to the spinner. The spinner beside the Hue color swatch lets you enter a variance level so that the glow can find several different hues in the same range as the chosen color. This parameter can be animated. Range = 0 to 255.