If the topology is such that there is a corresponding polygon at each black rectangle, you could select all of those black polygons and detach them as clones. Then, set the pivot of them to their centers. After that, you can snap your object to each and then delete the clones. It's a little tedious, but you don't have that many, only about 80 or so. It should only take about 5 minutes.
If the topology does not correspond to the black rectangles at all, there isn't a way for Max to identify a pixel and then set an axis at it. You need something tangible that stores a coordinate to snap your object to. Pixels in a texture map don't have 3d coordinates. So it isn't possible to do it the way you want to as the question was asked.
This is a fascinating question and challenge. Maybe someone else knows of a way to use the pixel value data, but I don't know of one personally.
Rob Holmes

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3ds Max (2025-2027), V-Ray 7, Ryzen 9 9950X3D Processor, DDR5 128MB, Gigabyte Aorus X870E Master motherboard, Sabrent Rocket NVMe Gen5 M.2 drives, NVidia RTX 4090, Space Pilot Pro, Windows 11 Pro x64, Tri-Monitor, Cintiq 13HD, Windows 11 x64
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