| Tips
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
Just as I suspected, the cold spring weather is replaced by hot,
muggy, or hot and muggy weather with plenty of coastal fog with
not much of a break in sight. My recent travels have taken me up
to Regina, Saskatchewan where I was expecting to be hot and it
turned out to be 90 degrees F and dry; absolutely perfect weather.
By the time you read this column, Siggraph will have come and
gone in San Diego and, hopefully, I will have met some of you personally
and had a chance to visit with some old friends that I only get
to see at the major trade shows.
If you won’t make it to Siggraph this year I’d encourage
you to start planning for next years show. I’ve always encouraged
people in the “technical’ fields to get to Siggraph
at least once even though there has been much specifically aimed
toward the entertainment industry in past years. That’s changing.
While there have always been architects and engineers at the show,
it took Jeff Mottle’s initiative to provide a gathering place
to facilitate those personal contacts that are really the best
reason to attend trade shows to begin with.
There are also a lot of important research and trends that come
from the academic and entertainment community that will impact
your future directions and decisions and Siggraph is the best place
to see those first hand.
I’m going to use this column to cover some tips and tricks
and little things that don’t always fit in columns with a
specific theme and are sometimes overlooked. The screen captures
will be from 3ds max 5, but VIZ 4 will be the same or similar screen
while the same functionality should be found in VIZ 3.
Modeling
Shape Check and Interpolation for ShapeMerge
Have you tried using the ShapeMerge Compound Object to cut new
edges in mesh objects and found it to be a frustrating process,
especially if the splines are imported from other software?
Given the fact
that ShapeMerge is a form of Boolean operation, it’s not
so surprising that it might give us the fits occasionally, but
there are a couple of things you can do to make the process
more reliable.
The majority
of problems are caused by invalid or overly complex curved 2D
shapes. Invalid 2D shapes generally self-intersect, although
the loop may be so small it is impossible to see even after zooming
in close to the suspected problem area. Of course, in order to
create a shape that will fail, the effect must be exaggerated as
I don’t happen to have a bad shape on hand. These problems
can be detected with a utility called Shape Check.
If you pick on the Utilities panel button, then click the More
button, you can choose Shape Check from the Utilities list. See
Figure 1.

Figure 1: Clicking the Utilities panel button, then More, will
allow you to choose Shape Check from the list of utilities.
If you pick the Pick Shape button in the new Shape Check rollout
and pick a 2D shape in the viewports you will see a message of
either Shape OK or, if there is a problem, Shape Self-Intersects.
See Figure 2.

Figure 2: Picking a problem 2D shape in the scene shows the message
Shape Self-Intersects.
Another indicator of where the problems on the shape are will
be red boxes in the viewports around the areas that need to be
fixed. See Figure 3.

Figure 3: Red boxes show in the viewports indicating problems found
by Shape Check.
Shape Check only identifies problems but does not fix them. You
can usually fix the problem by going into sub-object Vertex mode,
selecting the Vertex, right-clicking on the Vertex, and converting
the tangency to Corner type, found in the Quad menu that pops up.
You can then right-click on the Vertex again and switch to Smooth,
then again to switch to Bezier or Bezier Corner, depending on the
editing you need to perform. Because switch to Corner, Smooth,
and Bezier will change the curvature of the original shape somewhat
it is almost always necessary to make some adjustments.
Another fix
for problem shapes can be to lower the Interpolation values of
the splines. If a ShapeMerge operation fails and Shape
Check doesn’t identify any problems try reducing the Interpolation
values.
Spline Interpolation steps are intermediate steps between vertices
that define curvature in the segments. The can be found in the
Modifier panel, at the Shape level, in the Interpolation rollout.
See Figure 4.

Figure 4: Interpolation Steps can be adjusted in the Interpolation
rollout of the Modify panel when a 2D shape is selected.
Reducing the Interpolation steps uses fewer curvature steps between
vertices simplifying the shape and increasing the chances of a
successful ShapeMerge operation. See Figure 5 for the result of
reducing the Interpolation of an Ellipse shape from the default
6 to 2. The effect can be seen clearly on the ellipse itself and
the 3D mesh resulting from extruding the ellipse shape.

Figure 5: The effect of reducing the Interpolation Steps from 6
to 2 on the 2D shape and 3D geometry created from the shape.
This example is illustrative of the effect only, but reducing
the Interpolation Steps of failed ShapeMerge shapes can often fix
any problems.
Soft Selection
Another handy tool within max and VIZ is Soft Selections. It allows
you to select specific sub-objects, vertices for example, and have
a weighted effect on surrounding vertices. The soft selection is
indicated by color-coding the vertices Red vertices are affected
by the full amount of the action, a move or a modifier, for example,
orange vertices are affected somewhat less, yellow less yet, and
blue vertices are not affected at all.
Soft Selections are activated by checking the Use Soft Selection
option in the Soft Selection rollout then by adjusting the settings
for the desired area of influence. See Figure 6.

Figure 6: Soft Selection rollout in the Modify panel
Figure 7 shows an example of using Soft Selection when moving
vertices of a Plane. Several vertices along the back edge of the
plane were selected and the Falloff distance was set to include
about 2/3 of the planes vertices. When the vertices were moved
in the Z-axis the weighting effect is clearly seen in the viewports.

Figure 7: By applying Soft Selections and moving vertices the deformation
to the surface is much smoother and rounded as opposed to just
a spiking effect you would get without Soft Selections.
Another, more flexible, method of using Soft Selections is with
the Vol. Select modifier (Volume Select). With Vol.Select you can
choose to use other mesh objects or maps to define the area of
selection with Soft Selection as an option.
In Figure 8 you can see a Plane with Vol.Select set to use a Noise
maps. The grayscale values of the pixels in the map determine which
vertices are affected. White pixels affect the most, black pixels
have no effect, and gray pixels are some level in between. In this
example a Noise modifier has been applied above the Vol.Select
modifier to modify the surface only in specific areas.

Figure 8: Vol.Select modifier with a Noise map determining the
selection weighting and a Noise modifier to move the vertices
in a soft manner.
Materials and lighting
Textured Glass I often see the question about how to reproduce the look of texture
glass in the forums and in classes I teach.
A method I have found convincing and effective is with the use
of a Bump map and a Thin Wall Refraction map. Figure 9 shows the
Material Editor, Map Navigator, and rendered image of an example
of the effect.

Figure 9: The combination of Bump map and Thin Wall Refraction
map can be used to create the effect of textured glass.
In this example I used the Cellular map to create the distorted
refractions in the glass. A black and white Speckle map at a very
small size setting can create a more sandblasted effect.
Opacity is not set for this material but is determined by the
Amount setting for Refraction. In this example, a setting of 50
gives the glass a milky look.
Other maps have been used in this example for Glossiness and Reflection
to enhance the look of the glass interacting with the simple lighting
in the scene.
Experiment with different settings and maps to create unusual
effects of your own.
Raytrace Attenuation
Another small option that can make your images more convincing
is Raytrace Reflection Attenuation. In this example I will use
the Raytrace map within a Standard material, but the Raytrace material
has a similar setting called Falloff End Distance found in the
Raytracer Controls rollout.
Figure 10 shows the Raytrace map Attenuation rollout. The Falloff
Type is set to Exponential, which is the most efficient method
and offers controls for the look you want. The Ranges tell reflections
when to start attenuating and when to be completely attenuated
and the Exponent setting adjusts how quickly the attenuation cuts
off between those ranges.

Figure 10: Attenuation can be adjusted in the Raytrace reflection
map’s Attenuation rollout.
Figure 11 shows an example of a simple bathroom scene. The floor
in the left image has no reflection Attenuation and the right image
has the default Attenuation settings. The attenuated reflections
are apparent but not so overbearing in the scene, lending a more
convincing appearance.

Figure 11: Left image, no attenuation used on the floor material,
right image has Exponential attenuation with the default settings.
Miscellaneous
Numeric Expression Evaluator
An often-overlooked tool that has been in max and VIZ for quite
a while is the powerful Numeric Expression Evaluator that can be
used for complex calculations in any numeric field.
Math functions
as complex as Hyperbolic trigonometry functions (don’t
ask me) can be entered and calculated. The calculations follow
common rules for nesting within parenthesis for control
of the flow.
Highlighting
any numeric field and typing Ctrl N accesses the Numeric Expression
Evaluator. In Figure 12 I show an example of
an expression entered for the radius of a sphere. The expression
in this example doesn’t mean anything but is just used to
show some of the functionality.

Figure 12: Complex expressions can be entered in any numeric field
with the Numeric Expression Evaluator.
Named Selection Sets
A very powerful option in max and VIZ is the Named Selection sets
that can be used to organize collections of objects or sub-objects
to increase productivity. They are simple to use and have none
of the odd behavior associated with Groups.
Named Selection Sets are found in the max Main toolbar, but the
menu must be opened in VIZ by right-click an empty space in the
Main toolbar and check the Name Selection Sets option.
When you have objects or sub-objects selections in the scene,
you can enter a name and press Enter. The Enter key is very important
to make sure the name is registered as a Named Selection Set.
You can also access the Edit Named Selection Set dialog (see Figure
13) from the Main toolbar in max or from the Edit pull-down menu
in max or VIZ.

Figure 13: Edit Named Selection Sets dialog
You can select objects in the sets through the toolbar pop-up
list, or through the pop-up list found in the lower right corner
of the Select By Name dialog.
Even more powerful is the ability to name sub-object selections
which, by the way, only will show in the toolbar pop-up list while
you are in the appropriate sub-object mode. Figure 14 shows an
example of a Named Selection Set comprised of the upper vertices
of a cylinder in Vertex sub-object mode.

Figure 14: For sub-object selections sets you must be in the appropriate
sub-object mode.
Very often you will need to retrieve a selection at sub-object
level after you have edited the mesh only to discover that the
selection is virtually impossible to recreate due to changes in
topology. Be on the safe side and create a Named Selection Sets
as soon as you have selected at the sub-object level.
Summary
These are a couple of little tips that can sometimes make a big
difference in your productivity when you practice a little to
make them an automatic part of your daily workflow.
Each one in itself is no big deal, but used regularly, the combination
of the small things can make an impact on productivity.
Hopefully, by the time you read this column I will have met many
of you at Siggraph.
Good luck and have fun.
Ted
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