Autodesk 3ds Max 3ds Max - 2009 User Manual

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3ds Max
Help: Volume 2
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2008 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be
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Portions Copyright © 1999, 2000 NVIDIA Corporation. This file is provided without support, instructions or implied warranty of any kind. NVIDIA makes no guarantee of its fitness for a particular purpose and is not liable under any circumstances for any damages or loss whatsoever arising from the use or inability to use this file or items derived from it. Portions Copyright © 2006 NVIDIA Corporation. Portions Copyright 1990-1991 by Thomas Knoll. Copyright 1992-1995 by Adobe Systems, Inc. Portions Copyright 1993-1996, Adobe Systems, Incorporated. All rights reserved worldwide. This software contains source code provided by mental images GmbH. Portions Copyright Guruware OBJio © 2007 http://www.guruware.at Portions Copyright Orbaz Technologies © 2007 Portions Copyright Mathew Kaustinen © 2007
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Space Warps and Particle Systems
Space warps and particle systems are additional modeling tools. Space warps are force fields that deform other objects, creating the effect of ripples, waves, blowing wind, and so on. Particle systems generate particle sub-objects for the purpose of simulating snow, rain, dust, and so on. (You use particle systems primarily in animations.)
See also:
Space Warp Objects on page 2685
Particle Flow on page 2795
Non-Event-Driven Particle Systems on page 3002
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Space Warp Objects
Create panel > Space Warps
Space warps are nonrenderable objects that affect the appearance of other objects. Space warps create force fields that deform other objects, creating the effect of ripples, waves, blowing wind, and so on.
Space warps behave somewhat like modifiers, except that space warps influence world space, rather than object space, as geometric modifiers do.
When you create a space warp object, viewports show a wireframe representation of it. You can transform the space warp as you do other 3ds Max objects. The position, rotation, and scale of the space warp affect its operation.
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Surfaces deformed by space warps
Left: Bomb
Right: Ripple
Rear: Wave
A space warp affects objects only when the objects are bound to it on page
2691. The warp binding appears at the top of the object's modifier stack. A space warp is always applied after any transforms or modifiers.
When you bind multiple objects to a space warp, the space warp's parameters affect all the objects equally. However, each object's distance from the space warp or spatial orientation to the warp can change the warp's effect. Because of this spatial effect, simply moving an object through warped space can change the warp's effect.
You can also use multiple space warps on one or more objects. Multiple space warps appear in an object's stack in the order you apply them.
NOTE You can take advantage of the AutoGrid feature to orient and position new space warps with respect to existing objects. See AutoGrid on page 2597 for details.
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Space Warps and Supported Objects
Some types of space warps are designed to work on deformable objects, such as geometric primitives, meshes, patches, and splines. Other types of warps work on particle systems such as Spray and Snow.
Five space warps (Gravity, PBomb, Wind, Motor, and Push) can work on particle systems and also serve special purposes in a dynamics simulation. In the latter case, you do not bind the warps to objects, but rather assign them as effects in the simulation.
On the Create panel, each space warp has a rollout labeled Supports Objects Of Type. This rollout lists the kind of objects you can bind to the warp.
Basics of Using Space Warps
Follow these general steps to use space warps:
1 Create the space warp.
2 Bind objects to the space warp.
Click Bind To Space Warp on the main toolbar (available from the Select And Link flyout), and then drag between the space warp and the object.
The space warp has no visible effect on your scene until you bind an
object, system, or selection set to it.
3 Adjust the space warp's parameters.
4 Transform the space warp with Move, Rotate, or Scale. The transforms
often directly affect the bound object.
You can animate space warp parameters and transforms. You can also animate space warp effects by animating transforms of an object bound to the warp.
Particle Leakage and Deflector Space Warps
A deflector is a space warp that acts as a barrier to particles in particle systems. Occasionally stray particles can leak through a deflector under the following circumstances:
When a particle happens to hit the deflector too near the end or beginning
of a time interval, and numerical error in the solution doesn't report a hit
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When a particle hits too near the edge of a face referenced by a UDeflector,
and neither face finds it
When a particle is moving quickly and first appears too close to the
deflector, so the very first update cycle within the particle system takes it past the deflector without the deflector ever seeing it
Often this isn't a problem because the particles bounce off solid objects, so you don't see the errant particles. When it does cause problems, you can use a planar deflector instead of a UDeflector, a collection of planars to approximate the mesh, or a simple mesh to replace the planar. The solutions vary, so where one has a glitch the other might work just fine.
If particles are moving fast and the deflector is in a particular position (for example, it might be too close to the emitter) many particles can leak through defectors. Sometimes you can fix this leakage by changing the particle system's Subframe Sampling setting or the particle speed. Other times you must reposition the deflector farther away from the emitter.
In addition, particles imbued with bubble motion on page 3067 can leak through deflectors, particularly when set to high amplitudes. To avoid this, use alternative methods of implementing bubble-like motion, such as varying speed (see Particle Generation Rollout on page 3049), setting a higher angle for the stream spread with spray systems (see Spray Particle System on page 3016,
Super Spray Particle System on page 3025), or using larger particles with an
animated texture map.
Space Warp Categories
There are four categories of space warps, available via the list on the Create panel's Space Warps category.
Forces
These space warps are used to affect particle systems and dynamics systems. All of them can be used with particles, and some can be used with dynamics. The Supports Objects of Type rollout indications which systems each space warp supports.
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Motor Space Warp on page 2696
Push Space Warp on page 2691
Vortex Space Warp on page 2701
Drag Space Warp on page 2706
Path Follow Space Warp on page 2717
PBomb Space Warp on page 2712
Displace Space Warp on page 2727
Gravity Space Warp on page 2721
Wind Space Warp on page 2724
Deflectors
These space warps are used to deflect particles or to affect dynamics systems. All of them can be used with particles and with dynamics. The Supports Objects of Type rollout indicates which systems each space warp supports.
PDynaFlect Space Warp on page 2738
POmniFlect Space Warp on page 2732
SDynaFlect Space Warp on page 2745
SOmniFlect Space Warp on page 2743
UDynaFlect Space Warp on page 2748
UOmniFlect Space Warp on page 2746
SDeflector Space Warp on page 2751
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UDeflector Space Warp on page 2754
Deflector Space Warp on page 2757
Geometric/Deformable
These space warps are used to deform geometry.
FFD(Box) Space Warp on page 2760
FFD(Cyl) Space Warp on page 2767
Wave Space Warp on page 2777
Ripple Space Warp on page 2781
Displace Space Warp on page 2727
Conform Space Warp on page 2785
Bomb Space Warp on page 2789
Modifier-Based
These are space-warp versions of object modifiers (see Modify Panel on page
7633). Read more about these in Modifier-Based Space Warps on page 2793.
Bend Modifier on page 1208
Noise Modifier on page 1573
Skew Modifier on page 1668
Taper Modifier on page 1811
Twist Modifier on page 1837
Stretch Modifier on page 1752
Procedures
To create a space warp:
1 On the Create panel, click Space Warps.
The Space Warps panel is displayed.
2 Choose a category of space warp from the list.
3 On the Object Type rollout, click a space warp button.
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TIP You can take advantage of the AutoGrid feature to orient and position new space warps with respect to existing objects. For details, see AutoGrid on page 2597.
4 Drag in a viewport to create the space warp.
See the topics for the various space warps for further details.
Bind to Space Warp
Main toolbar > Bind to Space Warp
Use the Bind to Space Warp button to attach the current selection to a space
warp on page 8132 or vice versa.
Procedures
To bind the current selection to a space warp:
1 Select an object
2 Click Bind to Space Warp.
Forces
3 Drag a line from the selected object to the space warp object. You can
also press H to select the space warp by name.
The space warp object flashes for a moment to show that the bind was successful.
Push Space Warp
Create panel > Space Warps > Forces > Object Type rollout > Push
Create menu > Space Warps > Forces > Push
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Push disperses a cloud of particles
The Push space warp applies a force to either particle systems on page 2795 or
dynamics systems on page 3852. The effect is slightly different, depending on
the system.
Particles: Applies a uniform, unidirectional force in a positive or negative
direction. A positive force moves in the direction of the pad on the hydraulic jack. The breadth of the force is infinite, perpendicular to the direction; you can limit it using the Range option.
Dynamics: Provides a point force (also called a point load) away from the
pad of the hydraulic jack icon. A negative force pulls in the opposite direction. In dynamics, applying a force is the same as pushing something with your finger.
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Push viewport icon
Procedures
To create a Push space warp:
1 On the Create panel, click Space Warps. Choose Forces from the
list, and then on the Object Type rollout, click Push.
2 Drag in a viewport to define the size.
The Push warp appears as a hydraulic jack icon.
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Interface
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Timing group
On Time/Off Time The numbers of the frames in which the space warp begins and ends its effect. Because Push moves the particles to which it's applied over time, no keyframes are created.
Strength Control group
Basic Force The amount of force exerted by the space warp.
Newtons/Pounds This option specifies the units of force used by the Basic
Force spinner.
A pound is about 4.5 Newtons, and one newton is one kilogram-per-second-squared. When Push is applied to particle systems, these values have only subjective meaning because they depend on the built-in weighting factors and time scaling used by the particle system. However, when used in a dynamics system, the value listed is precisely the value used.
Feedback On When on, the force varies depending on the speed of the affected particles relative to the specified Target Speed. When off, the force remains constant, regardless of the speed of the affected particles.
Reversible When on, if the particle's speed exceeds the Target Speed setting, the force is reversed. Available only if you turn on Feedback On.
Target Speed Specifies the maximum speed in units per frame before the Feedback takes effect. Available only if you turn on Feedback On.
Gain Specifies how quickly the force adjusts to approaching the target speed. If set to 100 percent, the correction is immediate. If set lower, a slower and "looser" response occurs. Available only if you turn on Feedback On.
NOTE Setting Gain above 100 percent can result in over-correction, but is sometimes necessary to overcome damping from other system settings, such as IK damping.
Periodic Variation group
These settings introduce variations into the force by affecting the Basic Force value randomly. You can set two waveforms to produce a noise effect.
Enable Turns on the variations.
Period 1 The time over which the noise variation makes a full cycle. For
example, a setting of 20 means one cycle per 20 frames.
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Amplitude 1 The strength of the variation (in percent). This option uses the same types of units as the Basic Force spinner.
Phase 1 Offsets the variation pattern.
Period 2 Provides an additional variation pattern (a second wave) to increase
the noise.
Amplitude 2 The strength of the variation of the second wave (in percent). This option uses the same types of units as the Basic Force spinner.
Phase 2 Offsets the variation pattern of the second wave.
Particle Effect Range group
Lets you restrict the Push effect's range to a specific volume. This affects particle systems only; it has no effect on dynamics.
Enable When on, limits the range of the effect to a sphere, displayed as a tri-hooped sphere. The effect falls off increasingly as the particles near the boundary of the sphere.
Range Specifies the radius of the range of the effect, in units.
Display Icon group
Icon Size Sets the size of the Push icon. This is for display purposes only, and does not alter the Push effect.
Motor Space Warp
Create panel > Space Warps > Forces > Object Type rollout > Motor
Create menu > Space Warps > Forces > Motor
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Motor disperses a cloud of particles
The Motor space warp works like Push on page 2691, but applies rotational torque to the affected particles or objects rather than a directional force. Both the position and orientation of the Motor icon affect particles, which swirl around the Motor icon. When used in dynamics, the position of the icon relative to the affected object has no effect, but the orientation of the icon does.
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Motor viewport icon (with particle system on the left)
Procedures
To create a motor space warp:
1 On the Create panel, click Space Warps > Forces > Motor. Choose
Forces from the list, then on the Object Type rollout, click Motor.
2 Click and drag in a viewport to define the size.
The Motor warp appears as a box-shaped icon with an arrow indicating the direction of the torque.
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Interface
Timing group
On Time/Off Time The numbers of the frames in which the space warp begins and ends its effect. Because Motor moves the objects to which it's applied over time, no keyframes are created.
Strength Control group
Basic Torque The amount of force exerted by the space warp.
N-m/Lb-ft/Lb-in Specify the unit of measure for the Basic Torque setting,
using common world measurements of torque. N-m stands for Newton meters, Lb-ft stands for pound-force feet, and Lb-in stands for pound-force inches.
Feedback On When on, the force varies depending on the speed of the affected objects relative to the specified Target Speed. When off, the force remains constant, regardless of the speed of the affected objects.
Reversible When on, if the object's speed exceeds the Target Speed setting, the force is reversed. Available only if you turn on Feedback On.
Target Revs Specifies the maximum revolutions before the feedback takes effect. Speed is specified in units traveled per frame. Available only if you turn on Feedback On.
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RPH/RPM/RPS Specifies the units of measure for Target Revs in revolutions per hour, minute, or second. Available only if you turn on Feedback On.
Gain Specifies how quickly the force adjusts to approaching the target speed. If set to 100%, the correction is immediate. If set lower, a slower and "looser" response occurs. Available only if you turn on Feedback On.
NOTE Setting Gain above 100% can result in over-correction, but is sometimes necessary to overcome damping from other system settings, such as IK damping.
Periodic Variation group
These settings introduce variations into the force by affecting the Basic Torque value randomly. You can set two waveforms to produce a noise effect.
Enable Turn on to enable the variations.
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Period 1 The time over which the noise variation makes a full cycle. For example, a setting of 20 means one cycle per 20 frames.
Amplitude 1 The strength of the variation (in percent). This option uses the same types of units as the Basic Torque spinner.
Phase 1 Offsets the variation pattern.
Period 2 The next two spinners provide an additional variation pattern to
increase the noise.
Amplitude 2 The strength of the variation of the second wave in (percent). This option uses the same types of units as the Basic Torque spinner.
Phase 2 Offsets the variation pattern of the second wave.
Particle Effect Range group
Lets you restrict the Motor effect's range to a specific spherical volume. This affects particles systems only; it has no effect on dynamics.
Enable When on, limits the range of the effect to a sphere, displayed as a tri-hooped sphere. The effect falls off increasingly as the particles near the boundary of the sphere.
Range Specifies the radius of the range of the effect, in units.
Display Icon group
Icon Size Sets the size of the Motor icon. This is for display purposes only, and does not alter the Motor effect.
Vortex Space Warp
Create panel > Space Warps > Forces > Object Type rollout > Vortex
Create menu > Space Warps > Forces > Vortex
The Vortex space warp applies a force to particle systems on page 2795, spinning them through a whirling vortex, and then moving them down a long, thin spout or vortex well. Vortex is useful for creating black holes, whirlpools, tornadoes, and other funnel-like objects.
The space warp settings let you control the vortex shape, the well characteristics, and rate and range of particle capture. The shape of the vortex is also affected by particle system settings, such as speed.
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Particle stream caught in a vortex
Procedures
To create a Vortex space warp:
1 On the Create panel, click Space Warps. Choose Forces from the
list, and then click Vortex.
2 Determine which world axis you want the vortex to spiral around, and
then drag in the appropriate viewport to create the space warp. For example, if you want the vortex to spin around the vertical world axis, create the space warp in the Top viewport. You can rotate the warp later to change the vortex direction, and animate the warp orientation.
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The Vortex warp appears as a curved-arrow icon in the plane you drag in, with a second, perpendicular arrow indicating the axis of rotation as well as the direction of the well. This second axis is called the drop axis.
NOTE The position of the space warp plays an important role in the results. The vertical position affects the shape of the vortex, and the horizontal position determines its location. If you want the particles to spiral around the particle emitter, place both at the same location.
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Interface
Timing group
Time On/Time Off The frame numbers at which the space warp becomes active and becomes inactive.
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Vortex Shape group
Taper Length Controls the length of the vortex, as well as its shape. Lower settings give you a "tighter" vortex, while higher settings give you a "looser" vortex. Default=100.0.
Taper Curve Controls the shape of the vortex. Low values create a vortex with a wide, flared mouth, while high values create a vortex with nearly vertical sides. Default=1.0. Range=1.0 to 4.0.
Capture and Motion group
This group contains basic settings for Axial Drop, Orbital Speed, and Radial Pull, with Range, Falloff, and Damping modifiers for each.
Unlimited Range When on, Vortex exerts full damping strength over an unlimited range. When off, the Range and Falloff settings take effect.
Axial Drop Specifies how quickly particles move in the direction of the drop axis.
Range The distance from the center of the Vortex icon, in system units, at which Axial Damping has its full effect. Takes effect only when Unlimited Range is turned off.
Falloff Specifies the distance beyond the Axial Range within which Axial Damping is applied. Axial Damping is strongest at the Range distance, decreases linearly out to the limit of the Axial Falloff, and has no effect beyond that. Takes effect only when Unlimited Range is turned off.
Damping Controls the degree to which particle motion parallel to the drop axis is restrained per frame. Default=5.0. Range=0 to 100.
For subtle effects, use values of less than 10%. For more overt effects, try using higher values that increase to 100% over the course of a few frames.
Orbital Speed Specifies how quickly the particles rotate.
Range The distance from the center of the Vortex icon, in system units, at
which Orbital Damping has its full effect. Takes effect only when Unlimited Range is turned off.
Falloff Specifies the distance beyond the Orbital Range within which Orbital Damping is applied. Orbital Damping is strongest at the Range distance, decreases linearly out to the limit of the Orbital Falloff, and has no effect beyond that. Takes effect only when Unlimited Range is turned off.
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Damping Controls the degree to which orbital particle motion is restrained per frame. Smaller values produce a wide spiral, while larger values produce a thin spiral. Default=5.0. Range=0 to 100.
Radial Pull Specifies the distance from the drop axis at which the particles rotate.
Range The distance from the center of the Vortex icon, in system units, at which Radial Damping has its full effect. Takes effect only when Unlimited Range is turned off.
Falloff Specifies the distance beyond the Radial Range within which Radial Damping is applied. Radial Damping is strongest at the Range distance, decreases linearly out to the limit of the Radial Falloff, and has no effect beyond that. Takes effect only when Unlimited Range is turned off.
Damping Controls the degree to which Radial Pull is restrained per frame. Default=5.0. Range=0 to 100.
CW/CCW Determines whether particles rotate clockwise or counterclockwise.
Display group
Icon Size Specifies the size of the icon.
Drag Space Warp
Create panel > Space Warps > Forces > Object Type rollout > Drag
Create menu > Space Warps > Forces > Drag
The Drag space warp is a particle motion damper that reduces particle velocity by a specified amount within a specified range. The damping can be applied linearly, spherically, or cylindrically. Drag is useful for simulating wind resistance, transfers into dense media (like water), impacts with force fields, and other, similar situations.
With each damping type, you can control the damping effect along several vectors. The damping is also affected by particle system settings, such as speed.
NOTE To create a uniform drag effect, the default value for all directional parameters is 5.0%.
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Drag slows down a stream of particles.
Procedures
To create a Drag space warp:
1 On the Create panel, click Space Warps. Choose Forces from
the list, and then click Drag.
2 Drag in a viewport to create the space warp.
The space warp appears initially as a box within a box, indicating that it's using the default Linear Damping mode.
3 To apply the damping spherically or cylindrically, choose Spherical
Damping or Cylindrical Damping in the command panel.
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NOTE The position and orientation of the space warp plays an important role for all three damping types.
4 Change the settings for the current damping type as necessary.
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Interface
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Timing group
Time On/Time Off The frame numbers at which the space warp becomes active and becomes inactive.
Damping Characteristics group
This group lets you choose Linear Damping, Spherical Damping, or Cylindrical Damping, plus a set of parameters for each.
Unlimited Range When on, Drag exerts full damping strength over an unlimited range. When off, the Range and Falloff settings for the current damping type take effect.
Linear Damping Motion for each particle is separated into vectors for
the space warp's local X, Y, and Z axes. The area over which damping is exerted for each vector is an infinite plane whose thickness is determined by the corresponding Range setting.
X Axis/Y Axis/Z Axis
Specifies the percentage of particle motion along the local Drag space warp axis that's affected by the damping.
Range
Sets the thickness of the "range plane," or the infinite plane perpendicular to the specified axis. Takes effect only when Unlimited Range is turned off.
Falloff
Specifies the distance beyond the X, Y, or Z Range within which Linear Damping is applied. Damping is strongest at the Range distance, decreases linearly out to the limit of the Falloff, and has no effect beyond that. While Falloff takes effect only beyond the Range, it is measured from the center of the icon, and always has a minimum value equal to the Range value. Takes effect only when Unlimited Range is turned off.
Spherical Damping When Drag operates in Spherical Damping mode,
its icon is a sphere within a sphere. Particle motion is broken up into radial and tangential vectors. Damping is applied for each vector within a spherical volume whose radius is set by the Range setting, when Unlimited Range is off.
Radial/Tangential
Radial specifies the percentage of particle motion toward or away from the center of the Drag icon that's affected by the damping. Tangential specifies the percentage of particle motion across the body of the Drag icon that's affected by the damping.
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Range
Specifies the distance from the center of the Drag icon, in system units, within which damping is in full effect. Takes effect only when Unlimited Range is turned off.
Falloff
Specifies the distance beyond the Radial/Tangential Range within which Linear Damping is applied. Damping is strongest at the Range distance, decreases linearly out to the limit of the Falloff, and has no effect beyond that. While Falloff takes effect only beyond the Range, it is measured from the center of the icon, and always has a minimum value equal to the Range value. Takes effect only when Unlimited Range is turned off.
Cylindrical Damping When Drag operates in Spherical Cylindrical mode,
its icon is a cylinder within a cylinder. Particle motion is broken up into radial, tangential, and axial vectors. Damping is applied within a spherical volume for the radial and tangential vectors and on a planar basis for the axial vector.
Radial/Tangential/Axial
Damping controls the percentage of particle motion toward or away from the center of the circular portion of the icon (Radial), across the radial vector (Tangential), or along the length of the icon's long axis (Axial) that's affected by the damping, on a per-frame basis.
Range
Specifies the distance from the center of the Drag icon, in system units, within which Radial and Axial damping are in full effect. Range also specifies the thickness of the infinite plane that governs the range of Axial damping. Takes effect only when Unlimited Range is turned off.
Falloff
Specifies the distance beyond the Radial/Tangential/Axial Range within which Linear Damping is applied. Damping is strongest at the Range distance, decreases linearly out to the limit of the Falloff, and has no effect beyond that. While Falloff takes effect only beyond the Range, it is measured from the center of the icon, and always has a minimum value equal to the Range value. Takes effect only when Unlimited Range is turned off.
Display group
Icon Size Specifies the size of the icon.
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PBomb Space Warp
Create panel > Space Warps > Forces > Object Type rollout > PBomb
Create menu > Space Warps > Forces > PBomb
The PBomb space warp creates an impulse wave to blow up a particle system, as distinguished from the Bomb space warp on page 2789, which blows up geometry. The PBomb is particularly well suited to the Particle Array (PArray) system with Particle Types set to Object Fragments. This space warp also applies an impulse as a dynamics effect.
The general usage is as follows:
Create a particle system (recommended: a PArray system on page 3042 set
to Object Fragments).
Create a PBomb and use Bind to Space Warp on page 2691 to bind it
to a non-event-driven particle system. Be sure to bind the PBomb to the particle system and not to the distribution object. Or, if using Particle Flow, use a Force operator on page 2946 to apply the space warp to the particle system.
Adjust the parameters of both the PBomb and the particle system.
Right: PBomb viewport icon
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Above: PArray particle system
Below: Torus knot used as the PArray's distribution object
Effect of blowing up the torus knot
Procedures
Example: To use PBomb with PArray:
You can use the Particle Bomb bound to a Particle Array to blow an object into fragments. The following steps demonstrate the basic setup.
Begin by binding a particle array to an object, and setting parameters.
1 Create the object you want to blow up.
2 Create a PArray and use Pick Object to assign the object to blow up as
the PArray object-based emitter.
3 In the Basic Parameters rollout > Viewport Display group, choose Mesh
to display the fragments as mesh objects in the viewports.
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4 On the Particle Generation rollout of PArray, set Speed and Divergence
to 0.0. This prevents PArray from moving the particles, letting PBomb do the work.
5 On the Particle Generation rollout, set Life to the length of the active
time segment, so that the fragments appear during the entire animation.
6 In the Particle Type rollout > Particle Types group, choose Object
Fragments. In the Object Fragment Controls group, choose Number of Chunks, and set the Minimum to about 50, depending on your distribution object and the effect you want.
Now create a particle bomb, and bind it to the particle array.
1 In the Space Warps panel > Particles & Dynamics category, click the
PBomb button and drag in a viewport to create the PBomb icon.
2 Use Bind to Space Warp to bind the PArray icon to the PBomb icon.
(Don't bind the distribution object by mistake.)
3 Select the PBomb icon and move to the Modify panel.
4 In the Explosion Parameters group, set Blast Symmetry to Spherical, Start
Time to 10, Duration to 1, and Strength to 1.0. Choose Linear, if it's not already chosen.
5 Drag the time slider between frames 9 and 20 to see the effect.
6 Go to frame 12 and try out various settings. Notice that increasing
Strength expands the explosion effect at the current frame. If you decrease Range enough, the bomb no longer affects all or part of the object (depending on the placement of the PBomb icon). Test the three Blast Symmetry settings by placing the bomb in the center of the object and then seeing the different blast patterns.
Once you get an explosive effect you like, you can return to the PArray settings, add spin or thickness to the fragments, and so on.
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Interface
Blast Symmetry group
These options specify the shape, or pattern of the blast effect.
Spherical The blast force radiates outward from the PBomb icon in all directions. The icon looks like a spherical anarchist's bomb.
Cylindrical The blast force radiates outward from and normal to the central axis, or core of the cylindrical icon. The icon looks like a stick of dynamite with a fuse.
Planar The blast force radiates both up and down, perpendicular to the plane of the planar icon. The icon looks like a plane with arrows pointing up and down along the direction of the blast force.
Chaos The blast forces vary for each particle or each frame, an effect similar to Brownian motion, with a rate of change in the direction of force equal to
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the rendering interval rate. Note: This setting is effective only when the Duration spinner is set to 0.
Explosion Parameters group
Start Time The frame number at which the impulse forces are first applied to the particles.
Duration The number of frames, beyond the first, over which the forces are applied. This value should typically be a small number, such as between 0 and
3.
Strength The change in velocity along the blast vector, in units per frame. Increasing Strength increases the speed with which the particles are blown away from the bomb icon.
Unlimited Range The effects of the bomb icon reach all bound particles throughout the scene. This option ignores the Range setting (which specifies the distance of the PBomb effect).
Linear The impulse forces decay linearly between the full Strength setting to a value of 0 at the specified Range setting.
Exponential The impulse forces decay exponentially between the full Strength setting to a value of 0 at the specified Range setting.
Range The maximum distance, in units, over which the PBomb icon affects the bound particle system. If the Range is large enough to reach only a portion of the particle system, only that part of the system is affected.
If you turn on Range Indicator (see following), the extent of the range is indicated by a tri-hooped sphere. If you choose Unlimited Range, this parameter has no effect.
Display Icon group
These options affect the visual display of the PBomb icon.
Icon Size Alters the overall size of the PBomb icon.
Range Indicator Displays a wireframe sphere that indicates the volume of
the particle bomb's influence. If you choose Unlimited Range, turning this on has no effect.
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Path Follow Space Warp
Create panel > Space Warps > Forces > Object Type rollout > Path Follow
Create menu > Space Warps > Forces > Path Follow
Particles following a spiral path
The Path Follow space warp forces particles to follow a spline path.
Procedures
To create a Path Follow space warp:
1 On the Create panel, click Space Warps. Choose Forces from
the list, then on the Object Type rollout, click Path Follow.
2 Click and drag in a viewport to define the size.
The Path Follow warp appears as a box-shaped icon containing curved lines that indicate hypothetical paths.
To set up and use Path Follow:
1 Create a shape consisting of a single spline. (You can use shapes with
multiple splines, but the software uses only one spline for the path.)
2 Create a particle system and set its parameters to emit particles over a
range of frames.
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3 On the Create panel, click Path Follow, and drag in a viewport to create
the Path Follow icon (a cube with wavy lines). The display and position of this icon don't affect the particles.
4 On the Basic Parameters rollout, click Pick Shape Object and select the
spline you created earlier.
5 Bind the Path Follow icon to the particle system.
6 Adjust the Path Follow parameters to create the particle movement you
want.
NOTE You can further animate the particle effect by animating the spline vertices.
TIP To adjust the position of the path or particle system while maintaining access to the Path Follow parameters, turn on Modifier Stack rollout > Pin Stack while the Path Follow space warp is selected.
If the particles don't follow the emitter after it's moved, then change any PathFollow parameter, and the motion will be corrected.
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Interface
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Current Path group
Lets you choose the path for the particles, and specify the range of influence of the Space Warp.
Object Displays the name of the currently assigned path.
Pick Shape Object Click this, and then click a shape in the scene to select it
as a path. You can use any shape object as a path; if you select a multiple-spline shape, only one the lowest-number spline is used. You can also use NURBS curves as paths.
Unlimited Range When off, the range of influence of the space warp is limited to the value set in the Distance spinner. When on, the space warp influences all bound particles in the scene, regardless of their distance from the path object.
Range Specifies the range of influence when Unlimited Range is off. This is the distance between the path object and the particle system. The position of the Path Follow space warp's icon is ignored.
Motion Timing group
These controls affect how long particles are influenced by Path Follow.
Start Frame The frame at which Path Follow begins to influence the particles.
Travel Time The time each particle takes to traverse the path.
Variation The amount by which each particle's travel time can vary.
Last Frame The frame at which Path Follow releases the particles and no
longer influences them.
Particle Motion group
The controls in this area determine the motion of particles.
Along Offset Splines The distance between the particle system and the path alter the effect of the particle motion. If the first vertex of the spline is at the birthplace of the particle, the particle follows the spline path. If you move the path away from the particle system, the particles are affected by the offset.
Along Parallel Splines Particles follow a copy of the selected path, parallel to the particle system. In this mode, the position of the path relative to the particle system does not matter. The orientation of the path, however, affects the particle stream.
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Constant Speed When on, all particles travel at the same speed.
Stream Taper Causes particles to converge or diverge toward the path over
time, or to simultaneously converge and diverge. You specify the effect by choosing Converge, Diverge, or Both (see following). This provides a tapering effect over the length of the path.
Variation The amount by which Stream Taper can vary for each particle.
Converge When Stream Taper is greater than 0, the particles move in toward
the path as they follow the path. The effect is that the stream tapers from larger to smaller over time.
Diverge Provides the opposite effect of Converge. The particles diverge from the path over time.
Both Splits the particle stream, causing some particles to converge and others to diverge.
Stream Swirl Specifies the number of turns by which particles spiral about the path. In conjunction with Stream Taper, alters the diameter of the spiral.
Stream Swirl is generally more effective when you choose Along Offset Splines.
Variation The amount by which each particle can vary from the Spiral value.
Clockwise Particles spiral in a clockwise direction.
Counterclockwise Particles spiral in a counterclockwise direction.
Bidirectional The stream is split so that particles spiral in both directions.
Uniqueness group
Provides a seed number for unique generation of the particle pattern.
Seed Specifies the seed number for the current Path Follow.
Display Icon group
Affects the display of the Path Follow icon.
Icon Size Specifies the size of the Path Follow icon. Does not alter the Path Follow effect.
Gravity Space Warp
Create panel > Space Warps > Forces > Object Type rollout > Gravity
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Create menu > Space Warps > Forces > Gravity
Particles falling because of gravity
The Gravity space warp simulates the effect of natural gravity on particles generated by a particle system. Gravity is directional. Particles moving in the direction of the gravity arrow accelerate. Particles moving against the arrow decelerate. In the case of spherical gravity, motion is toward the icon. Gravity can also be used as an effect in dynamics simulations. See Dynamics Utility on page 3852.
Gravity effect on snow
Procedures
To create gravity:
1 On the Create panel, click Space Warps. Choose Forces from
the list, then on the Object Type rollout, click Gravity.
2 Drag in a viewport.
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The Gravity icon appears. For planar gravity (the default), the icon is a wireframe square with a direction arrow on one side. For spherical gravity, the icon is a wireframe sphere.
The initial direction of planar gravity is along the negative Z axis of the construction grid that is active in the viewport where you drag. You can rotate the gravity object to change the direction.
Interface
Force group
Strength Increasing Strength increases the effect of gravity; that is, how objects move in relation to the Gravity icon's direction arrow. Strength less than 0.0 creates negative gravity, which repels particles moving in the same direction and attracts particles moving in the opposite direction. When Strength is set to 0.0, the Gravity space warp has no effect.
Decay When Decay is set to 0.0, the Gravity space warp has the same strength throughout world space. Increasing the Decay value causes gravity strength to diminish as distance increases from the position of the gravity warp object. Default=0.0.
Planar Gravity effect is perpendicular to the plane of the Gravity warp object throughout the scene.
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Spherical Gravity effect is spherical, centered on the Gravity warp object. This choice is effective for creating water fountain or planetary effects.
Display group
Range Indicators When on, and when the Decay value is greater than 0.0, icons in the viewports indicate the range at which the force of gravity is half the maximum value. For the Planar option, the indicators are two planes; for use the Spherical option, the indicator is a double-hooped sphere.
Icon Size Size of the Gravity warp object icon, in active units. You set the initial size when you drag to create the Gravity object. This value does not change the gravity effect.
Wind Space Warp
Create panel > Space Warps > Forces > Object Type rollout > Wind
Create menu > Space Warps > Forces > Wind
Wind changing the direction of the spray of a fountain
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The Wind space warp simulates the effect of wind blowing particles generated by a particle system. Wind is directional. Particles moving in the direction of the wind arrow accelerate. Particles moving against the arrow decelerate. In the case of spherical wind, motion is toward or away from the icon. Wind is similar in effect to the Gravity space warp, but has added parameters for turbulence and other features characteristic of wind in the natural world. Wind can also be used as an effect in dynamics simulations. See Dynamics
Utility on page 3852.
Wind effect on snow and spray
Procedures
To create wind:
1 On the Create panel, click Space Warps. Choose Forces from
the list, then on the Object Type rollout, click Wind.
2 Drag in a viewport.
The wind icon appears. For planar wind (the default), the icon is a wireframe square with a direction arrow coming out of one side. For spherical wind, the icon is a wireframe sphere.
The initial direction of planar wind is along the negative Z axis of the construction grid that is active in the viewport where you drag. You can rotate the wind object to change the direction.
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Interface
Force group
These settings are comparable to the Gravity parameters.
Strength Increasing Strength increases the wind effect. Strength less than 0.0 creates a suction. It repels particles moving in the same direction and attracts particles moving in the opposite direction. When Strength is 0.0, the Wind warp has no effect.
Decay When Decay is set to 0.0, the Wind warp has the same strength throughout world space. Increasing the Decay value causes wind strength to diminish as distance increases from the position of the Wind warp object. Default=0.0.
Planar Wind effect is perpendicular to the plane of the Wind warp object, throughout the scene.
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Spherical Wind effect is spherical, centered on the Wind warp object.
Wind group
These settings are specific to the Wind space warp.
Turbulence Causes particles to change course randomly as the wind blows them. The greater the value, the greater the turbulence effect.
Frequency When set greater than 0.0, causes turbulence to vary periodically over time. This subtle effect is probably not visible unless your bound particle system generates a large number of particles.
Scale Scales the turbulence effect. When Scale is small, turbulence is smoother and more regular. As Scale increases, turbulence grows more irregular and wild.
Display group
Range Indicators When the Decay value is greater than zero, icons appear in the viewports that represent the range at which the force of wind is half the maximum value. When you use the Planar option, the indicators are two planes; when you use the Spherical option, the indicator is a double-hooped sphere.
Icon Size Size of the Wind warp object icon, in active units. You set the initial Icon Size value when you drag to create the wind object. This value does not change the wind effect.
Displace Space Warp
Create panel > Space Warps > Geometric/Deformable > Object Type rollout > Displace
Create menu > Space Warps > Geometric/Deformable > Displace
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Displace used to change the surface in the container
The Displace space warp acts as a force field to push and reshape an object's geometry. Displace affects both geometry (deformable objects) and particle systems. There are two basic ways to use the Displace space warp:
Apply the gray scale of a bitmap to generate the displacement amount.
Black areas of the 2D image are not displaced. Whiter areas push outward, causing a 3D displacement of geometry.
Apply displacement directly by setting displacement Strength and Decay
values.
The Displace space warp works similarly to the Displace modifier, except that, like all space warps, it affects world space rather than object space. Use the Displace modifier when you need to create detailed displacement of a small number of objects. Use the Displace space warp to displace particle systems, a large number of geometric objects at once, or an object relative to its position in world space.
For geometry, the detail of the displacement depends on the number of vertices. Use the Tessellate modifier to tessellate faces you want to show in greater detail.
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Displace space warp on a patch and the bitmap it uses
Procedures
To create a Displace space warp:
1 On the Create panel, click Space Warps. Choose
Geometric/Deformable from the list, and then on the Object Type rollout, click Displace.
2 Drag in a viewport to create the Displace warp object, which appears as
a wireframe. Its shape depends on the active mapping parameter settings. Regardless of the mapping, a single drag creates the space warp.
3 Bind the space warp to an appropriate object.
To assign a bitmap to a displace space warp:
1 Select the Displace warp object.
2 In the Parameters rollout > Displacement group, click the Bitmap button
(labeled "None" by default). Use the selection dialog to choose a bitmap.
3 Set the Strength value. Vary the strength of the field to see how the bitmap
displaces the object's geometry.
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Interface
Displacement group
These are the basic controls for Displace space warps.
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Strength When set to 0.0, the Displace warp has no effect. Values greater than
0.0 displace object geometry or particles away from the position of the Displace space warp object. Values less than 0.0 displace geometry toward the warp. Default=0.0
Decay By default, the Displace warp has the same strength throughout world space. Increasing Decay causes displacement strength to diminish as distance increases from the position of the Displace warp object. Default=0.0
Luminance Center By default, the Displace space warp centers the luminance by using medium (50%) gray as the zero displacement value. Gray values greater than 128 displace in the outward direction (away from the Displace warp object) and gray values less than 128 displace in the inward direction (toward the Displace warp object). You can adjust the default using the Center spinner. With a Planar projection, the displaced geometry is repositioned above or below the Planar gizmo. Default=0.5. Range=0 to 1.0.
Image group
These options let you choose a bitmap and map to use for displacement.
Bitmap (Labeled "None" by default.) Click to assign a bitmap or map from a selection dialog. After you choose a bitmap or map, this button displays the bitmap's name.
Remove Bitmap Click to remove the bitmap or map assignment.
Blur Increase this value to blur or soften the effect of the bitmapped
displacement.
Map group
This area contains mapping parameters for a bitmapped Displace warp. The mapping options are comparable to those options used with mapped materials. The four mapping modes control how the Displace warp object projects its displacement. The warp object's orientation controls where in the scene the displacement effect will appear on bound objects.
Planar Projects the map from a single plane.
Cylindrical Projects the map as if it were wrapped around the cylinder.
Spherical Projects the map from a sphere, with singularities at the top and
bottom of the sphere, where the bitmap edges meet at the sphere's poles.
Shrink Wrap Truncates the corners of the map and joins them all at a single pole, creating one singularity.
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Length, Width, Height Specify the dimensions of the bounding box of the space warp gizmo. Height has no effect on planar mapping.
U/V/W Tile The number of times the bitmap repeats along the specified dimension. The default value of 1.0 maps the bitmap once; a value of 2.0 maps the bitmap twice, and so on. Fractional values map a fractional portion of the bitmap in addition to copies of the whole map. For example, a value of 2.5 maps the bitmap two and one-half times.
Flip Reverses the orientation of the map along the corresponding U, V, or W axis.
Deflectors
POmniFlect Space Warp
Create panel > Space Warps > Deflectors > Object Type rollout > POmniFlect
POmniFlect is a planar version of the omniflector type of space warp. It provides enhanced functionality over that found in the original Deflector space warp, including refraction and spawning capabilities.
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POmniFlect viewport icon
Procedures
To create a POmniFlect space warp:
1 On the Create panel, click Space Warps. Choose Deflectors
from the list, then on the Object Type rollout, click POmniFlect.
2 Drag in a viewport to create the planar icon.
NOTE Because particles bounce off the icon, the size of the icon affects
particle deflection.
3 Apply the deflector to the particle system using the appropriate method:
If using Particle Flow on page 2795, specify the deflector in the Collision
test on page 2960 or Collision Spawn test on page 2964 parameters.
If using a non-event-driven particle system on page 3002, bind
on page 2691 the particle system to the deflector icon.
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4 Position the POmniFlect icon to interrupt the particle stream.
5 Adjust the POmniFlect parameters as necessary.
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Interface
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Timing group
The two spinners specify the start frame and end frame of the deflection effect.
Time On/Off Time On specifies the frame at which the deflection begins, and Time Off specifies the frame at which the deflection ends.
Reflection group
These options affect the reflection of particles from the space warp. The POmniFlect can reflect or refract particles, or perform a combination of the two.
Reflects Specifies the percentage of particles to be reflected by the POmniFlect. See also Refracts, later in this topic, for methods of combining the two effects.
Bounce This is a multiplier that specifies how much of the initial speed of the particle is maintained after collision with the POmniFlect. Using the default setting of 1.0 causes the particle to rebound with the same speed as it collides. A real-world effect would usually be less than 1.0. For a flubber effect, set greater than 1.0.
Variation Specifies the variation of Bounce applied to the range of particles. For example, a Variation of 50% applied to a Bounce setting of 1.0 would result in randomly applied Bounce values ranging from 0.5 to 1.5.
Chaos Applies a random variation to the bounce angle. When set to 0.0 (no chaos), all particles bounce off the POmniFlect surface perfectly (like banking pool balls). A non-zero setting causes the deflected particles to scatter.
Refraction group
These settings are similar to those in the Reflection group, but these affect the refraction of particles as they pass through the POmniFlect, causing the direction of the particles to change.
Refracts Specifies the percentage of particles not already reflected that will be refracted by the POmniFlect.
NOTE The Refracts value affects only those particles not already reflected because the reflected particles are processed before the refracted particles. Thus, if you set Reflects to 50% and Refracts to 50%, you would not get a 50/50 split of particles. Rather, half the particles would be reflected, and then half the remainder (25% of the total) would be refracted. The remaining particles either pass through without being refracted or are passed on to Spawn Effects.
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To get a 50/50 split of reflection and refraction, set Reflects to 50% and Refracts to 100%.
Pass Vel Specifies how much of a particles initial speed is maintained after passing through the POmniFlect. The default setting of 1 retains the initial speed is retained, so theres no change. A setting of 0.5 reduces the speed by half.
Variation Specifies the variation of Pass Velocity applied to the range of particles.
Distortion Controls the angle of refraction. A value of 0 means theres no refraction. A value of 100% sets the angle of the particles to be parallel with the POmniFlect surface. A value of 100% sets the angle perpendicular to the surface. The Distortion effect is reversed when particles strike the POmniFlect from the back side.
NOTE Distortion and Refraction do not work properly when particles strike the POmniFlect surface at exactly 90 degrees. In this case, any positive Distortion settings cause a scattering of particles, while negative values have no effect.
Variation Specifies a range of variation of the Distortion effect.
Diffusion Applies a diffusion effect to the refraction by randomly modifying
each particles Distortion angle by the Diffusion angle. This effectively scatters the particles into a hollow cone.
Variation Specifies a range of variation of the Diffusion value.
Common group
Friction The amount by which particles are slowed as they move along the deflector surface. A value of 0% means they're not slowed at all. A value of 50% means they're slowed to half their original speed. A value of 100% means they stop moving when they strike the surface. Default=0%. Range=0% to 100%.
TIP To have particles slide along a deflector surface, set Bounce to 0. Also, unless influenced by a force such as Wind or Gravity, particles meant to slide should strike the surface at an angle other than 90 degrees.
Inherit Vel (Velocity Inheritance) Determines how much of a moving POmniFlects speed is applied to reflected or refracted particles.
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For example, if Inherit Vel is 1.0, particles with no motion that are hit by a moving PomniFlect inherit the speed of the POmniFlect at the point of collision.
Spawn Effects Only group
These settings affect only particles set to Spawn On Collision that do not either reflect or refract from the omniflector. See Particle Spawn Rollout on page 3069. The Spawns percentage spinner works like the Reflects and Refracts percentage spinners, but is the third in line to be processed. Thus, if either Reflects or Refracts are set to 100%, no particles are affected by these settings. Note also that reflective or refractive particles spawn upon collision, regardless of the settings in this group.
Spawns Specifies the percentage of particles that can use spawn effects.
Pass Vel Specifies how much of the particles initial speed is maintained after
passing through the POmniFlect.
Variation Specifies the variation of the Pass Velocity setting applied to the range of particles.
Display Icon group
Width/Height Specify the width and height of the POmniFlect icon. This is for display purposes only and does not influence the deflector effect.
PDynaFlect Space Warp
Create panel > Space Warps > Deflectors > Object Type rollout > PDynaFlect
PDynaFlect (planar dynamics deflector) is a planar version of the dynaflector, a special class of space warp that lets particles affect objects in a dynamics situation. For example, if you want a stream of particles to strike an object and knock it over, like the stream from a firehose striking a stack of boxes, use a dynaflector.
NOTE You use dynaflectors in the same way as omniflectors; that is, you can use them as deflectors alone, with no dynamics simulation. Because they take physics into account, dynaflectors are slower than omniflectors. Therefore, it is recommended that you use dynaflectors only when a dynamics simulation is involved.
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PDynaflect viewport icon
Procedures
Many dynaflector parameters are the same as those for omniflectors. However, the procedure of associating the dynaflector with both the particle system and the object to be affected is more complex than the simple binding used by omniflector.
To create a particle/dynamics system:
1 Create or load a scene containing a non-event-driven particle system on
page 3002 and an object to be affected by the particles (hereafter called "the object"). Position and orient the two as desired so that the particles strike the object.
The icon for the particle system must be visible in at least one
non-disabled viewport.
On the Basic Parameters rollout of the particle system, set Percentage
of Particles to 100%. Otherwise, only those particles displayed in the viewport will be calculated.
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2 On the Create panel, click Space Warps. Choose Deflectors
from the drop-down list, and then click one of the dynaflector buttons (PDynaFlect, SDynaFlect, or UDynaFlect). Drag in a viewport to create the deflector.
3 Do either of the following:
If using a PDynaFlect or SDynaFlect, position the space warp icon
where the particles strike (or will strike) the object. Resize and orient it as needed.
Also, link the PDynaFlect or SDynaFlect as a child of the object. This step isn't absolutely necessary, but allows the deflector to follow the object as it moves.
If using a UDynaFlect, go to the Modify panel > Parameters rollout,
click the Pick Object button, and then select the object. The position of the space warp icon doesn't matter, and it's not necessary to link the two.
4 Bind the particle system to the dynaflector using the toolbar Bind
to Space Warp button on page 2691.
5 Go to the Utilities panel and open the Dynamics utility.
6 On the Dynamics rollout, click New to create a new simulation.
7 Click Edit Object List, and add the object to the dynamics simulation.
8 Click Edit Object. On the Edit Object dialog, click Assign Object Effects
and assign the dynaflector to the object.
9 On the Dynamics rollout, turn on the Update Display w/Solve check box
above the Solve button.
10 Solve the simulation.
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Interface
Timing group
The two spinners specify the start frame and end frame of the deflection effect.
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Time On/Off Time On specifies the frame at which the deflection begins, and Time Off specifies the frame at which the deflection ends.
Particle Bounce group
These settings affect the reflection of particles from the space warp.
Reflects Specifies the percentage of particles to be reflected by the PDynaFlect.
This affects both the particles and the dynamics reaction of the object struck by the particles. The more particles that strike the affected object, the more force applied to that object. If set to 0.0, the particles have no effect on the object.
Bounce This is a multiplier that specifies how much of the initial speed of the particle is maintained after collision with the PDynaFlect.
Using the default setting of 1.0 causes the particle to rebound with the same speed as it collides. A real-world effect would usually be less than 1.0. For a "flubber" effect, set greater than 1.0.
Variation Specifies the variation of Bounce applied to the range of particles.
For example, a Variation setting of 50% applied to a Bounce setting of 1.0 would result in randomly applied Bounce values ranging from 0.5 to 1.5.
Chaos Applies a random variation to the bounce angle.
When you set Chaos to 0.0 (no chaos), all particles bounce off the PDynaFlect surface perfectly (like banking pool balls). A non-zero setting causes the deflected particles to scatter.
Friction The amount by which particles are slowed as they move along the deflector surface. A value of 0% means they're not slowed at all. A value of 50% means they're slowed to half their original speed. A value of 100% means they stop moving when they strike the surface. Default=0%. Range=0% to 100%.
TIP To have particles slide along a deflector surface, set Bounce to 0. Also, unless influenced by a force such as Wind or Gravity, particles meant to slide should strike the surface at an angle other than 90 degrees.
Inherit Vel (Velocity Inheritance) Determines how much of a moving PDynaFlects speed is applied to reflected or refracted particles.
For example, if Inherit Vel is 1.0, particles with no motion that are hit by a moving PDynaFlect inherit the speed of the PDynaFlect at the point of collision.
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Physical Properties group
These options let you set the mass of each particle.
Mass Specifies the mass based on the chosen unit.
gram One gram equals 1/1000 kg or 22/1000 Lbm at a gravity of 1.0.
Kg One kg (kilogram) equals 1000 grams or 2.2 Lbm at a gravity of 1.0.
Lbm One Lbm (pounds-mass) equals 5/11 kg or 454 5/11 grams at a gravity
of 1.0. (Pounds-mass, the amount of mass in one pound of weight, is dependent on gravity. For pounds-mass values at a gravity other than 1.0, multiply the pounds-mass value by the gravity factor.)
Display Icon group
Width/Height Specify the width and height of the PDynaFlect icon. This is for display purposes only and does not influence the deflector effect.
SOmniFlect Space Warp
Create panel > Space Warps > Deflectors > Object Type rollout > SOmniFlect
SOmniFlect is the spherical version of the omniflector type of space warp. It provides more options than the original SDeflector. Most settings are the same as those in POmniFlect on page 2732. The difference is that this space warp provides a spherical deflection surface rather than the planar surface. The only settings that are different are in the Display Icon area, in which you set the Radius, instead of the Width and Height.
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NOTE Opposite sides of the deflectors reverse the distortion effect. Thus, a refracted particle passing through the SOmniFlect hits its outside surface first, and then its inside surface. A positive Distortion value warps the particles toward the perpendicular; then, as the particles pass through the inside surface, the same positive Distortion value warps them toward the parallel.
SOmniFlect viewport icon
Procedures
To create an SOmniFlect space warp:
1 On the Create panel, click Space Warps. Choose Deflectors
from the list, then on the Object Type rollout, click SOmniFlect.
2 Drag in a viewport to create the spherical icon.
NOTE Because particles bounce off the icon, the size of the icon affects
particle deflection.
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3 Apply the deflector to the particle system using the appropriate method:
If using Particle Flow on page 2795, specify the deflector in the Collision
test on page 2960 or Collision Spawn test on page 2964 parameters.
If using a non-event-driven particle system on page 3002, bind
on page 2691 the particle system to the deflector icon.
4 Position the SOmniFlect icon to interrupt the particle stream.
5 Adjust the SOmniFlect parameters as necessary.
SDynaFlect Space Warp
Create panel > Space Warps > Deflectors > Object Type rollout > SDynaFlect
The SDynaFlect space warp is a spherical dynamics deflector. It’s like the
PDynaFlect on page 2738 warp, except that its spherical, and its Display Icon
spinner specifies the icon's Radius value.
SDynaFlect viewport icon
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UOmniFlect Space Warp
Create panel > Space Warps > Deflectors > Object Type rollout > UOmniFlect
UOmniFlect, the universal omniflector, provides more options than the original UDeflector. This space warp lets you use any other geometric object as a particle deflector. The deflections are face accurate, so the geometry can be static, animated, or even morphing or otherwise deforming over time.
NOTE Some particle leakage can occur with this deflector, particularly when you use many particles and a complex deflector object. To avoid this, perform a test render to check for leaking particles, and then add POmniFlects to catch the strays.
UOmniFlect viewport icon
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Procedures
To use the UOmniFlect space warp:
To use a universal omniflector, you need a minimum of three objects in the scene:
1 The particle system
2 The UOmniFlect space warp
3 The object used as the deflector
4 Add or select an object used as the deflector.
5 Create a particle system whose particles intersect the deflector object.
6 On the Create panel, click Space Warps. Choose Deflectors
from the list, and then click UOmniFlect.
7 Click and drag in a viewport to place the space warp icon.
NOTE The size and position of the UOmniFlect icon do not alter the effect.
8 Apply the deflector to the particle system using the appropriate method:
If using Particle Flow on page 2795, specify the deflector in the Collision
test on page 2960 or Collision Spawn test on page 2964 parameters.
If using a non-event-driven particle system on page 3002, bind
on page 2691 the particle system to the deflector icon.
9 On the Modify panel > Parameters rollout > Object-Based
OmniFlector group, click Pick Object, and then select the object to use as a deflector.
10 Adjust the particle system and UOmniFlect parameters as necessary.
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Interface
Parameters rollout
The settings for the UOmniFlect are the same as those for POmniFlect on page 2732, with the following additions:
Object-Based OmniFlector group
Lets you choose the object to use as a deflector.
Item Displays the name of the selected object.
Pick Object Click this, and then select any renderable object to use as a
deflector.
Display Icon group
Icon Size Specifies the size of one side of the square UOmniFlect icon.
UDynaFlect Space Warp
Create panel > Space Warps > Deflectors > Object Type rollout > UDynaFlect
The UDynaFlect space warp is a universal dynamics deflector that lets you use the surface of any object as both the particles deflector and the surface that reacts dynamically to the particle impact.
The procedures and options for using UDynaFlect are the same as for
PDynaFlect on page 2738, with the following changes and additions.
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UDynaFlect viewport icon
NOTE When you use UDynaFlect, you must indicate the object to be affected
with the Pick Object button. Linking is not necessary.
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Interface
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Object-Based DynaFlector group
Lets you choose the object to use as a deflector.
Item Displays the name of the selected object.
Pick Object Click this, and then select any renderable object to use as a
deflector.
Display Icon group
Icon Size Specifies the size of the UDynaFlect icon.
SDeflector Space Warp
Create panel > Space Warps > Deflectors > Object Type rollout > SDeflector
Create menu > Space Warps > Deflectors > SDeflector
The SDeflector space warp serves as a spherical deflector of particles.
SDeflector viewport icon (with particle system on the left)
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SDeflector repelling particles
Procedures
To create an SDeflector:
1 On the Create panel, click Space Warps. Choose Deflectors
from the list, then on the Object Type rollout, click SDeflector.
2 Drag in a viewport to create the spherical icon.
NOTE Because particles bounce off the perimeter of the spherical icon, the
size of the icon affects particle deflection.
3 Apply the deflector to the particle system using the appropriate method:
If using Particle Flow on page 2795, specify the deflector in the Collision
test on page 2960 or Collision Spawn test on page 2964 parameters.
If using a non-event-driven particle system on page 3002, bind
on page 2691 the particle system to the deflector icon.
4 Position the SDeflector icon to interrupt the particle stream.
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5 Adjust the SDeflector parameters as necessary.
Interface
Particle Bounce group
These settings determine how the deflector affects the bound particles.
Bounce Determines the speed with which particles bounce off the deflector. At 1.0, the particles bounce at the same speed as they approach. At 0, they don't deflect at all.
Variation The amount by which each particle can vary from the Bounce setting.
Chaos The amount of variation from the perfect angle of reflection (found when Chaos is set to 0.0). 100% induces a variation in reflection angle of up to 90 degrees
Friction The amount by which particles are slowed as they move along the deflector surface. A value of 0% means they're not slowed at all. A value of 50% means they're slowed to half their original speed. A value of 100% means they stop moving when they strike the surface. Default=0%. Range=0% to 100%.
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TIP To have particles slide along a deflector surface, set Bounce to 0. Also, unless influenced by a force such as Wind or Gravity, particles meant to slide should strike the surface at an angle other than 90 degrees.
Inherit Vel (Velocity Inheritance) When the value is greater than 0, the motion of the deflector affects particles as well as the other settings. For example, to animate the SDeflector passing through a passive array of particles, turn up this value to affect the particles.
Display Icon group
This option affects the display of the icon.
Diameter Specifies the diameter of the SDeflector icon. This setting also alters the effect of the deflection, because particles bounce off the perimeter of the icon. The scale of the icon also affects the particles.
UDeflector Space Warp
Create panel > Space Warps > Deflectors > Object Type rollout > UDeflector
Create menu > Space Warps > Deflectors > UDeflector
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Particles scatter when they strike a UDeflector object
The UDeflector is a universal deflector that lets you use any object as a particle deflector.
Procedures
To create a UDeflector:
1 On the Create panel, click Space Warps. Choose Deflectors
from the list, then on the Object Type rollout, click UDeflector.
2 In a viewport, drag out a rectangle to add a UDeflector warp to the scene.
3 On the command panel, click the Pick Object button and select an object
to be a particle deflector.
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4 Apply the deflector to the particle system using the appropriate method:
If using Particle Flow on page 2795, specify the deflector in the Collision
test on page 2960 or Collision Spawn test on page 2964 parameters.
If using a non-event-driven particle system on page 3002, bind
on page 2691 the particle system to the deflector icon.
5 Position the UDeflector icon to interrupt the particle stream.
6 Adjust the UDeflector parameters as necessary.
Interface
Object-Based Deflector group
Specifies the object to use as a deflector.
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Item Displays the name of the selected object.
Pick Object Click this, and then click any renderable mesh object to be used
as a deflector.
Particle Bounce group
Bounce Determines the speed with which particles bounce off the deflector. At 1.0, the particles bounce at the same speed as they approach. At 0, they don't deflect at all.
Variation The amount by which each particle can vary from the Bounce setting.
Chaos The amount of variation from the perfect angle of reflection (found when Chaos is set to 0.0). 100% induces a variation in reflection angle of up to 90 degrees.
Friction The amount by which particles are slowed as they move along the deflector surface. A value of 0% means they're not slowed at all. A value of 50% means they're slowed to half their original speed. A value of 100% means they stop moving when they strike the surface. Default=0%. Range=0% to 100%.
TIP To have particles slide along a deflector surface, set Bounce to 0. Also, unless influenced by a force such as Wind or Gravity, particles meant to slide should strike the surface at an angle other than 90 degrees.
Inherit Vel (Velocity Inheritance) When greater than 0, the motion of the deflector affects particles as well as the other settings. For example, to animate the SDeflector passing through a passive array of particles, turn up this value to affect the particles.
Display Icon group
Icon Size This spinner displays and lets you change the size of the icon.
Deflector Space Warp
Create panel > Space Warps > Deflectors > Object Type rollout > Deflector
Create menu > Space Warps > Deflectors > Deflector
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Two streams of particles striking two deflectors
The Deflector space warp acts as a planar shield to repel the particles generated by a particle system. For example, you can use Deflector to simulate pavement being struck by rain. You can combine a Deflector space warp with a Gravity space warp to produce waterfall and fountain effects.
See also:
SDeflector Space Warp on page 2751
UDeflector Space Warp on page 2754
Procedures
To create a deflector:
1 On the Create panel, click Space Warps. Choose Deflectors
from the list, then on the Object Type rollout, click Deflector.
2 Drag in a viewport to define the deflection area.
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The deflector appears as a wireframe rectangle.
3 Apply the deflector to the particle system using the appropriate method:
If using Particle Flow on page 2795, specify the deflector in the Collision
test on page 2960 or Collision Spawn test on page 2964 parameters.
If using a non-event-driven particle system on page 3002, bind
on page 2691 the particle system to the deflector icon.
Interface
The deflector's effect is controlled mainly by its size and orientation in the scene, relative to the particle system that is bound to it. You can also adjust how strongly the deflector deflects particles.
Bounce Controls the speed at which particles bounce off the deflector. At a setting of 1.0, particles bounce off the deflector at the same speed they struck it. At 0.0, particles do not bounce at all. At values between 0.0 and 1.0, particles bounce off the deflector at a speed reduced from their initial speed. At values greater than 1.0, particles bounce off the deflector at a speed greater than their initial speed. Default=1.0.
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Variation The amount by which each particle can vary from the Bounce setting.
Chaos The amount of variation from the perfect angle of reflection (found when Chaos is set to 0.0). 100% induces a variation in reflection angle of up to 90 degrees
Friction The amount by which particles are slowed as they move along the deflector surface. A value of 0% means they're not slowed at all. A value of 50% means they're slowed to half their original speed. A value of 100% means they stop moving when they strike the surface. Default=0%. Range=0% to 100%.
TIP To have particles slide along a deflector surface, set Bounce to 0. Also, unless influenced by a force such as Wind or Gravity, particles meant to slide should strike the surface at an angle other than 90 degrees.
Inherit Vel (Velocity Inheritance) When the value is greater than 0, the motion of the deflector affects particles as well as the other settings. For example, if you want an animated SDeflector passing through an array of particles to affect the particles, turn up this value.
Width Sets the deflector's width.
Length Sets the deflector's length.
Geometric/Deformable
FFD(Box) Space Warp
Create panel > Space Warps > Geometric/Deformable > Object Type rollout > FFD(Box)
Create menu > Space Warps > Geometric/Deformable > FFD(Box)
Free-form deformations (FFDs) provide a method of deforming an object by adjusting the control points of a lattice. The offset position of the control points to the original lattice source volume causes the distortion of the affected object.
The FFD(Box) space warp is a box-shaped lattice FFD object similar to the original FFD modifiers. This FFD is available as both an object modifier and a space warp. For information on the object-modifier version, see FFD
(Box/Cylinder) Modifiers on page 1460.
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You create FFD space warps as separate objects similarly to the way you create standard primitives: by dragging the mouse in the viewport. The result is a lattice of control points. The source lattice of an FFD modifier is fitted to the geometry it's assigned to in the stack. This might be a whole object or a sub-object selection of faces or vertices.
Because FFD space warps are separate objects, they carry their own adjustable dimension parameters among the creation parameters.
You can apply object modifiers to space warp objects. For example, you can use the Linked XForm modifier with a space-warp FFD.
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Object and object surrounded by an FFD lattice
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Moving control points in the lattice deforms the object.
Procedures
To use the FFD(box) space warp:
1 On the Create panel, click Space Warps. Choose
Geometric/Deformable from the list, then on the Object Type rollout, click FFD(Box).
2 Drag in a viewport to create the base. Release the mouse button, and then
move the mouse to define the height of the FFD lattice. Click to finish the lattice.
3 Bind the lattice to the object you want to deform.
4 Determine the relative placement of the lattice to the object.
If the lattice is to be outside of the object, turn on All Vertices. To affect only those vertices inside the lattice, choose Only In Volume, and position the lattice accordingly.
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5 In the modifier stack display, choose Control Points as the
sub-object level for FFD(box).
6 Adjust the control points.
NOTE The distortion effect of an FFD modifier is based on the positional
offset of the control points from their original positions in the source volume. If you don't move control points, there is no effect on the target object. Keep this in mind when using space-warp version of the FFD.
If you're using the Deform group > All Vertices option, once you've distorted the object you can set the Falloff value to adjust how much the lattice affects the object, based on distance. This is particularly useful if the lattice is animated to approach or move away from the target object. When Falloff is set to 0, all the vertices are affected, regardless of distance.
NOTE When you're at the base-parameters level of an FFD modifier in the Stack, the Show End Result button is turned off and spring-loaded, as it is in an Edit Mesh modifier.
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Interface
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This rollout lets you set the size and resolution of the lattice, and how it displays and deforms.
Dimensions group
These options let you adjust the unit dimensions of the source volume, and specify the number of control points in the lattice. Note that the point dimensions are displayed beside the modifier name in the Stack list.
Length, Width, Height These three spinners display and let you adjust the length, width, and height of the lattice. To create the space warp, you drag the mouse in the same way that you would to create a standard Box primitive. Note that these spinners don't exist in the object-modifier version of the FFD.
Label Displays the current number of controls points in the lattice (for example: 4x4x4).
Set Number of Points Displays a dialog containing three spinners labeled Length, Width, and Height, plus OK/Cancel buttons. Specify the number of control points you want in the lattice, and then click OK to make the change.
NOTE Make changes to the dimensions before you adjust the positions of the lattice control points. When you change the number of control points with this dialog, any adjustments you've already made to the control points are lost; however, you can undo this use of the dialog.
Display group
These options affect the display of the FFD in the viewports.
Lattice When turned on, lines are drawn connecting the control points to make a grid. Although viewports can become cluttered when these extra lines are drawn, they help to visualize the lattice.
Source Volume When on, the control points and lattice are displayed in their unmodified state. This display is helpful when you're adjusting the source volume to affect specific vertices that lie within or without it. See the All Vertices and Only in Volume options, later in this topic.
Deform group
These options provide controls that specify which vertices are affected by the FFD.
Only In Volume Only vertices that lie inside the source volume are deformed. Vertices outside the source volume are not affected.
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All Vertices All vertices are deformed regardless of whether they lie inside or outside the source volume, depending on the value in the Falloff spinner. The deformation outside the volume is a continuous extrapolation of the deformation inside the volume. The deformation can be extreme for points far away from the source lattice.
Falloff This spinner, enabled only when you choose All Vertices, determines the distance from the lattice that the FFD effect will decrease to zero. When this spinner is set to 0, it's effectively turned off, and there is no falloff; that is, all vertices are affected regardless of their distance from the lattice. The units of the Falloff parameter are specified relative to the size of the lattice: A falloff of 1 means that the effect will go to 0 for points that are a lattice width/length/height away from the lattice (depending on which side they are on).
Tension/Continuity Lets you adjust the tension and continuity of the deformation splines. Although you can't see the splines in an FFD, the lattice and control points represent the structure that controls the splines. As you adjust the control points, you alter the splines (which move through each point). The splines, in turn, deform the geometry of the object. By altering the tension and continuity of the splines, you alter their effect on the object.
Selection group
These options provide additional methods of selecting the control points. You can toggle the state of any combination of the three buttons to select in one, two, or three dimensions at once.
All X, All Y, All Z When one of these buttons is on and you select a control point, all control points along the local dimension specified by the button are selected as well. By turning on two buttons, you can select all control points in two dimensions.
About Displays a dialog with copyright and licensing information.
FFD(Cyl) Space Warp
Create panel > Space Warps > Geometric/Deformable > Object Type rollout > FFD(Cyl)
Create menu > Space Warps > Geometric/Deformable > FFD(Cyl)
Free-form deformations (FFDs) provide a method of deforming an object by adjusting the control points of a lattice. The offset position of the control
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points to the original lattice source volume causes the distortion of the affected object.
The FFD(Cyl) space warp uses a cylindrical array of control points in its lattice. This FFD is available as both an object modifier and a space warp. For information on the object modifier version, see FFD (Box/Cylinder) Modifiers on page 1460.
You create FFD space warps as separate objects similarly to the way you create standard primitives: by dragging the mouse in the viewport. The result is a lattice of control points. The source lattice of an FFD modifier is fitted to the geometry it's assigned to in the stack. This might be a whole object or a sub-object selection of faces or vertices.
Because FFD space warps are separate objects, they carry their own adjustable dimension parameters among the creation parameters.
You can apply object modifiers to space warp objects. For example, you can use the Linked XForm modifier with a space-warp FFD.
Procedures
Example: Create an animated tablecloth:
Finished tablecloth using FFD (Cyl) space warp
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This example shows how to use the FFD(Cyl) space warp to create a tablecloth that flies in and drapes itself over a table.
Begin by creating the table and tablecloth.
1 Create a table from two cylinders. Make the table top with a radius of 30
units, and a height of 2 units. Make the "table stand" cylinder with a radius of 3 and a height of 60.
2 Make a tablecloth from a box 100 units square and 0.5 units in height.
Increase Length and Width Segments to 30, and keep Height Segments at 1.
3 Position the tablecloth so it's level with or slightly above the table top,
and a little less than 100 units to the left of the table edge, as seen from the Top view.
4 Apply a nice wood grain to the table, and a checker to the tablecloth.
(Set the checker tiling to about 15x15, and choose any color for the checkers.)
Now, set up a cylindrical FFD space warp that will form the drape of the tablecloth over the table.
1 From the Create panel > Space Warps > Geometric/Deformable, choose
FFD(Cyl).
2 In the Top viewport, create a cylindrical FFD space warp, centered on the
table top, with a radius of 45 and a height of 5.
3 Click the Set Number of Points button and, in the Set FFD Dimensions
dialog, set Side points to 12, Radial points to 5, and Height points to 2.
4 Move the entire FFD lattice up until it's just over the surface of the table,
as seen from the Front viewport.
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Next, adjust the control points of the lattice to drape over the table.
1 Zoom Extents All Selected.
2 On the Modify panel, in the stack display (below "Modifier List"), click
the FFD(cyl) item so it turns yellow. This means you've enabled direct access to the FFD space warps control point sub-objects.
3 In the FFD Parameters rollout > Selection group, turn on All X. This lets
you select control points around the perimeter of the FFD cylinder.
4 In the Top viewport, use the Select and Move tool on page 959 and
region-select the two visible control points of the two outer rings of control points at the nine-o'clock position. (This is easier shown than described. You can actually region-select any number of vertices in the two outer concentric rings of vertices. Because All X is on, all control points for the two rings will be selected.)
5 On the status bar, click the Selection Lock Toggle button to lock
the selection. In the Front viewport, drag the selected points halfway down the height of the table.
6 Unlock the selection, and then region-select any control point in the
outer ring to select all points in the outer ring.
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7 Lock the selection and, in the Front viewport, drag the outer ring of points
down to the floor.
You now have a truncated cone shape over the table.
8 Unlock the selection. In the Top viewport, again select all the control
points in the two outer rings.
9 Scale the selected control points in, until the radius of the inner ring of
points is slightly larger than the table top.
10 Select only the outer ring of points, and scale them so their radius is
slightly larger than the inner ring.
If necessary, move the points, as seen from the Front viewport, down to touch the floor again.
You now have a lattice of control points draped over the table.
In this next series of steps, you'll bind the tablecloth to the FFD lattice, and then animate it to move over the table.
1 In the stack display, click the FFD(cyl) entry again to exit the sub-object
level. It turns gray.
2 In the main toolbar, click the Bind to Space Warp button, and
drag between the FFD and the tablecloth.
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3 Select the FFD lattice.
4 Choose Deform group > All Vertices.
The tablecloth is immediately deformed because all vertices are now affected, including those outside the lattice volume, and Falloff is set to
0. A falloff value of 0 means that the distance of the vertices from the lattice doesn't matter. Any number greater than 0, however, limits the effect.
5 Set the Falloff spinner to 0.4.
No longer influenced by the FFD space warp, the tablecloth returns to its square shape.
6 Turn on Auto Key, and go to frame 100.
7 In the Top viewport, select the tablecloth, and move it until it's centered
over the table.
8 As the tablecloth nears the table, it droops down to the floor, sweeps up
and over the table, and finally drapes itself over the table.
9 As you move the time slider back and forth and examine the animation,
you might find that the bottom of the tablecloth is deformed to the point where it's hanging below the floor. To fix this, turn off Auto Key, go to frame 100, select the lower ring of control points, and move them up
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until the tablecloth is at the height you want it. You can also adjust the position of the other control points to create drapes, and so on.
10 On the Display command panel > Hide by Category rollout, turn on
Space Warps to hide the FFD space warp.
11 Set up appropriate lights and a camera, and play your animation.
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Interface
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This rollout lets you set the size and resolution of the lattice, and how it displays and deforms.
Dimensions group
These options let you adjust the unit dimensions of the source volume, and specify the number of control points in the lattice. Note that the point dimensions are displayed beside the modifier name in the Stack list.
Radius, Height These two spinners display and let you adjust the length, width, and height of the lattice. To create the space warp, drag the mouse in the same way that you would to create a standard Cylinder primitive. Note that these spinners don't exist in the object-modifier version of the FFD.
Label Displays the current number of controls points in the lattice (for example: 4x8x4).
Set Number of Points Displays a dialog containing three spinners labeled Side, Radial, and Height, plus OK/Cancel buttons. Specify the number of control points you want in the lattice, and then click OK to make the change.
Side The number of control points around the perimeter of the lattice.
Radial The number of control points, radially, from the center to the outer
perimeter of the lattice.
Height The number of control points along the height of the lattice.
NOTE Make changes to the dimensions before you adjust the positions of the lattice control points. When you change the number of control points with this dialog, any adjustments you've already made to the control points are lost; however, you can undo this use of the dialog.
Display group
These options affect the display of the FFD in viewports.
Lattice When on, lines are drawn connecting the control points to make a grid. Although viewports can become cluttered when these extra lines are drawn, they help to visualize the lattice.
Source Volume When on, the control points and lattice are displayed in their unmodified state. This display is helpful when you're adjusting the source volume to affect specific vertices that lie within or without it. See the All Vertices and Only in Volume options, later in this topic.
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Deform group
These options provide controls that specify which vertices are affected by the FFD.
Only In Volume When on, only vertices that lie inside the source volume are deformed. Vertices outside the source volume are not affected. This is the default choice.
All Vertices When on, all vertices are deformed regardless of whether they lie inside or outside the source volume, depending on the value in the Falloff spinner. The deformation outside the volume is a continuous extrapolation of the deformation inside the volume. Note that the deformation can be extreme for points far away from the source lattice.
Falloff This spinner, enabled only when you choose All Vertices, determines the distance from the lattice that the FFD effect will decrease to zero. When this spinner is set to 0, it's effectively turned off, and there is no falloff; that is, all vertices are affected regardless of their distance from the lattice. The units of the Falloff parameter are specified relative to the size of the lattice: A falloff of 1 means that the effect will go to 0 for points that are a lattice width/length/height away from the lattice (depending on which side they are on).
Tension/Continuity Lets you adjust the tension and continuity of the deformation splines. Although you can't see the splines in an FFD, the lattice and control points represent the structure that controls the splines. As you adjust the control points, you alter the splines (which move through each point). The splines, in turn, deform the geometry of the object. By altering the tension and continuity of the splines, you alter their effect on the object.
Selection group
These options provide additional methods of selecting control points. You can toggle any combination of the three buttons to select in one, two, or three dimensions at once.
All X, All Y, All Z When one of these buttons is on and you select a control point, all control points along the local dimension specified by the button are selected as well. By turning on two buttons, you can select all control points in two dimensions.
About Displays a dialog with copyright and licensing information.
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Wave Space Warp
Create panel > Space Warps > Geometric/Deformable > Object Type rollout > Wave
Create menu > Space Warps > Geometric/Deformable > Wave
The Wave space warp creates a linear wave through world space. It affects geometry and behaves the same as the Wave modifier on page 2000. Use the Wave space warp when you want the wave to affect a large number of objects, or to affect an object relative to its position in world space.
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Using a wave to deform a box
See also:
Ripple Space Warp on page 2781
Procedures
To create a Wave space warp:
1 On the Create panel, click Space Warps. Choose
Geometric/Deformable from the list, then on the Object Type rollout, click Wave.
2 Drag in a viewport to define the initial size of the wave object icon.
The icon is displayed as a flat mesh wireframe.
3 Release the mouse button to set the icon size; then move the mouse to
define the initial amplitude of the wave.
4 Click to set the wave amplitude.
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Interface
The initial amplitude sets both Amplitude 1 and Amplitude 2. Set these parameters to unequal values to create a cross wave.
Wave group
These options control the wave effect.
Amplitude 1 Sets wave amplitude along the wave warp object's local X axis.
Amplitude 2 Sets wave amplitude along the wave warp object's local Y axis.
Amplitude is expressed in units. The wave is a sine wave along its Y axis and parabolic along its X axis. Another way to think of the difference between the amplitudes is that Amplitude 1 is at the center of the wave gizmo and Amplitude 2 is at the edge of the gizmo.
Wave Length Sets the length of each wave along the wave's local Y axis, in active units.
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Phase Offsets the phase of the wave from its origin at the wave object's center. Whole values have no effect; only fractional values do. Animating this parameter makes the wave appear to travel through space.
Decay When set to 0.0, the wave has the same amplitude or amplitudes throughout world space. Increasing the Decay value causes amplitude to diminish as distance increases from the position of the wave warp object. Default=0.0.
Display group
These options control the geometry of the Wave warp gizmo. In some cases, such as when the two Amplitude values differ, they change the effect of the wave.
Sides Sets the number of side segments along the wave object's local X dimension.
Segments Sets the number of segments along the wave object's local Y dimension.
Divisions Adjusts the size of the wave icon without altering the wave effect as scaling would.
Flexibility parameter (Modify panel)
The Wave space warp also has a Flexibility parameter that you can adjust individually in each bound object's stack, at the Wave Binding level. The parameter belongs to each binding; it doesn't appear with the Wave warp parameters.
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Flexibility Makes the bound object more or less responsive to the wave by multiplying the amplitude by this value.
Ripple Space Warp
Create panel > Space Warps > Geometric/Deformable > Object Type rollout > Ripple
Create menu > Space Warps > Geometric/Deformable > Ripple
Geometric/Deformable | 2781
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