| More
Tips and Tricks
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
Distortions
Well, it’s Sunday Dec 7 and I’m sitting in Westin Hotel
at the Detroit airport waiting for a flight to Boston. I’ve
been on my way back from Autodesk University in Las Vegas since
Friday night and this is as far as I’ve gotten because of
a large blizzard fouling up all air travel into New England.
I
had some relatively late nights in Las Vegas and was usually
up and out
to breakfast by 4am because of the time changes. I took
a red-eye flight here to Detroit, which meant less than two hours
sleep. After hanging around the terminal most of the day Saturday
I realized flights were going to be canceled through the night
so grabbed a room at the hotel. Sunday morning is proving to be
the same and all fights are canceled for the day so I’m back
in the room for one more night. Oh well, there goes this weeks
pay!
Autodesk
University was extremely good for me this year. It’s
a chance to visit lots of old friends and meet plenty of new ones
who share a common passion for Autodesk VIZ and 3ds Max. There
were more attendees, many of them first timers to AU, than ever
before and more than 300 CAD and visualization classes over the
course of 4 days.
For those of you in my classes that visit cgarchitect.com and
this column thanks very much and hope to see you again this year.
The rest of you might look into attending next year.
I
arrived home finally on Monday at noon to several feet of snow.
It didn’t last long, however, a couple of rain storms washed
it away and we have been having “unseasonably” warm
weather with temperatures in the low 50’s all through the
holiday season.
In
this column I’ll look at a couple of options for distorting
mesh objects. I recommend using Bump maps when possible, but there
are times when the effect just doesn’t work well enough for
close views or clarity and you actually need physical geometry
to represent the surface distortions.
I
won’t
do step by step tutorials but will explain and demonstrate some
of the functionality of each method to give you an idea of
how it all works, then you can apply similar methods to objects
in your own work.
I’ll
perform the exercises for this column on the same object, a flat
Plane with segments set to 30 by 30, so you can see the
differences each may offer. Again, it will be simple examples so
you can concentrate on what the tool does. The included files are
VIZ 4 but will work in max 4 to max 6 as the processes are the
same for all versions.
Noise modifier
We’ll
start out by looking at the one simplest of the methods of displacing
objects; the Noise modifier. And, as simple as it
is, it may often appear to have no affect on objects when first
applied and you may have given up on using it.
The
Noise modifier actually moves vertices in 3D space. Therefore
the first thing
you need is enough vertices for something actually
to happen at all. Apply the Noise modifier to a default box and
it won’t do anything. Increase the number of segments (more
vertices) and still nothing will happen. Change the values in the
Strength fields the changes might be more apparent, but not necessarily,
depending on the size of the box. Making adjustments to the Scale
factor of the Noise modifier is usually the final control that
causes the effect to show noticeably on the box.
Opening
the file called Noise_modifier.max and applying the Noise modifier
to the flat plane does nothing as stated above, even though
the plane has plenty of vertices. The Strength numeric fields are
set to 0 by default. If I enter 10’ in the X: Strength field
the distortion is apparent on the flat plane. See Figure 1.
Figure
1: 200 foot square Plane with 30 by 30 segments and Noise modifier
applied
with an X: Strength of 10’.
The
edges in the object’s Local X-axis direction are rougher.
Actually all vertices have been moved randomly in the X-axis but
it is most noticeable on the edges. The amount they have been moved
is a random number between –5’and +5’. Entering
10 feet in the Y: Strength field move vertices in the Local Y-axis
to make the top and bottom edges o the plane rougher. Setting X
and Y back to 0 and entering 10’ in the Z-axis field moves
the vertices up or down 5’ from their original positions.
See Figure 2.
Figure
2: Setting the X and Y Strength back to 0 and entering 10’ in the Z-axis moves the vertices up or down randomly
a maximum of –5’ or +5’.
The
effect of the Strength settings is readily seen in this example
because
the object has enough vertices and because it is large
enough. Had the plane been small we might have seen no effect or
minimal effect. Very often you need to adjust the Scale setting
to a smaller number for the Noise to become apparent on a surface.
Setting Scale to smaller amounts for this object affects the random
numbers assigned to vertex movement, but doesn’t make it
look much different. However, increasing the Scale setting to 300,
for example, smoothes the Noise over a large area resulting in
more gradual slopes. See Figure 3.
Figure
3: In this example, setting the Scale value to 300 smoothes
out the slopes over a larger area.
The Noise modifier in this example is applied to the whole object
but you can gain more control by using a Mesh Select modifier to
create a selection set and then apply the modifier only to that
sub-object selection.
The Noise modifier can be used for creating more natural randomness
in landscape, rocks, soft furniture, or fabrics, for example.
Volume Selections
The Vol. Select modifier does not affect geometry itself, but as
the name implies, is a method of selecting at the sub-object level.
The selection must then have a modifier following it up the Modifier
Stack to actually affect the geometry. I’ll walk you through
a two simple examples highlighting the functionality of a couple
of techniques of applying Vol. Select to the flat plane.
Vol.Select by Texture Map
The default method of selection when you apply Vol. Select to
the flat plane in the example file is to select the whole object.
In this case, however, we will be selecting vertices so much check
the option in the Stack Selection Level of the Parameters rollout.
All the vertices will turn red based on the area covered by the
Gizmo that fits the plane. See Figure 4.
Figure
4: Applying a Vol.Select modifier to the plane and choosing
Vertex selection level selects all vertices within the Gizmo that
fits the object.
Going to sub-object Gizmo and scaling the Gizmo in the viewports
will change the size of the Gizmo. It can then be moved or rotated
to select the rectangular area you want. The shape of the Gizmo
may also be changed by switching from Box to Sphere or Cylinder
in the Select By area.
A more powerful option of selecting vertices is by using the Texture
map option in the Surface Features areas. While there are several
methods of setting this up I will start in the Material Editor.
With a Sample Window active, I pick on the Get Material button
and double-click Noise map in the Browser list. See Figure 5.
Figure
5: Using Material Editor Get Material, double-click on
Noise map in the Material/Map Browser.
Note: This is not a material that can be applied to objects in
the scene. It is just a map displayed in the Material Editor so
it can be adjusted.
To apply the map to the Vol.Select modifier, drag and drop from
the Sample Window to the slot below Texture Map in Surface Features
area and choose Instance in the dialog. Check the Texture Map Radio
button to activate it. See Figure 6.
Figure 6: Drag the map in the Sample Window onto the Texture Map
slot in the modifier and check the Texture Map radio button to
activate it.
The vertices on the plane will turn from a red to yellow in color.
In the Material Editor, Noise Parameters rollout, Noise Threshold
fields, enter 0.5 in the High and 0.49 in the low for a hard edged
black and white Noise pattern. Change the Size to 400 and you will
see definite areas of selected (red) and non-selected (blue) vertices.
See Figure 7.
Figure
7: Entering 0.5 in the High and 0.49 in the Low Threshold
fields of the Noise map creates equal parts black and white with
a hard edge. Setting the Size to 400 increases the size of the
pattern on the plane. Red vertices are selected, blue are not.
Re-adjusting
the Threshold settings to 0.6 and 0.3 in the High and Low respectively
introduces orange and yellow vertices in the
selection set. This acts like soft selections but is based on the
luminance (whiteness) of the pixel in the map over a vertex. Red
vertices will be fully affected by any modifiers above the selection
set, orange vertices are affected somewhat less, yellow vertices
only slightly affected, and blue vertices are not affected at all.
Applying a Ripple modifier with both Amplitudes set to 2’0” shows
the differing ripples according to vertex color in Figure 8.
Figure
8: A Ripple modifier affects red vertices fully, orange
and yellow vertices progressively less and has no effect on blue
vertices.
The
map parameters may be adjusted in the Material Editor to change
the areas affected
by the ripple. In max these parameters may all
be animated, but VIZ doesn’t allow sub-object animation.
However, you may use an AVI or MOV file in the map slot to create
sub-object animation in either program.
As with any sub-object selection set it is always a good idea
to put a Mesh Select modifier at the top of the Modifier Stack
to return control to the whole object.
Vol. Select by Object
Another option in the Vol. Select modifier is to use other geometry
as the selection area. After applying the Vol. Select modifier
to the plane and choosing Vertex as the Stack Selection Level you
can go into the Select By area and pick the None button below Mesh
Object and pick an object in the scene or use the H key to select
by name. In this case the torus is used as the selection object.
Any vertex that comes in contact with the surface will be selected,
but a more practical option is to go into the Soft Selection rollout,
and check the Use Soft Selection checkbox. For this scene the default
Falloff of 20 units will give noticeable results, but you can increase
or decrease the amount to see the effect. Moving the plane closer
to or farther from the torus will also affect the area selected.
Again, red vertices will be fully modified, orange less, yellow
even less, and blue not at all. See Figure 9.
Figure
9: At Vertex Stack Selection Level, choosing the torus
as the Select By object and checking the Mesh Object radio button,
then enabling Soft Selections results in vertices being select
by the torus.
Applying
a Push modifier above the Vol. Select modifier and setting the
Push Value to –10 causes the selected vertices to be
pushed away from the torus. See Figure 10. Moving the plane toward
or away from the torus changes the amount of push on the vertices.
Changing the Push Value to a positive number will cause the torus
to “attract” the vertices.
Figure
10: Applying a Push modifier with a –10 Push Value
causes the torus to repel vertices based on the Soft Selection
settings.
Tip:
This process of using Push modifiers with Vol. Select can be
used as a modeling
tool. When the object is distorted the way
you want, just use the Snapshot tool found in the Tools pull down
menu to create a “frozen” snapshot of the mesh. Adjust
the original again and take another snapshot to create multiple
models or, in 3dsmax, animate the object and use Snapshot over
multiple frames to create a series of models that could be used
as Morph targets, for example.
Summary
Objects may be directly distorted with the Noise modifier by setting
the Strength amounts and adjusting the Scale factor to move vertices
random amounts. It is important to have enough vertices in the
object to begin with to see the effect of the Noise movement. Sub-object
selections may be passed to the Noise modifier as well as acting
on whole objects. For example, the Vol. Select could be used to
determine what vertices are affected by Noise.
Vol. Select modifiers may be used in conjunction with maps where
the whiteness of the pixels in the map determine the soft selection
areas and that information can be passed up to other modifiers.
This is the way I make water surfaces less regular and more natural,
for example.
Other objects can be used with the Soft Selection options in Vol.
Select and are especially handy when used with the Push modifier
Experiment with simple examples of each and with combinations
of each to see what you can come up with to aid in your production
workflow.
Good luck and have fun
Ted
DOWNLOAD
MAX FILE (40KB)
|