3ds Max 2012 Bible - Kelly L. Murdock [138]
Tutorial: Applying damage to a car
In this tutorial, you use the Volume Select modifier to select the front corner of a car and then apply Noise and XForm modifiers to make the corner look like it's been damaged in a collision.
To use modifiers to make a section of a car appear damaged, follow these steps:
1. Open the Damaged car.max file from the Chap 11 directory on the CD.
This file includes a car model created by Viewpoint Datalabs.
2. With the front end of the car selected, choose the Modifiers⇒Selection Modifiers⇒Volume Select menu command.
This command applies the Volume Select modifier to the group.
3. In the Modifier Stack, click the plus icon to the left of the modifier name and select the Gizmo subobject. Move the gizmo in the Top viewport so only the front corner of the car is selected. In the Parameters rollout, select the Vertex option.
4. Choose the Modifiers⇒Parametric Deformers⇒Noise menu command to apply the Noise modifier to the selected volume. In the Parameters rollout, enable the Fractal option and set the X, Y, and Z Strength values to 30.
5. Choose Modifiers⇒Parametric Deformers⇒XForm to apply the XForm modifier, and use its gizmo to push the selected area up and to the left in the Top viewport. This step makes the section look dented.
Figure 11.7 shows the resulting damaged car. Notice that the rest of the object is fine and only the selected volume area is damaged.
Cross-Reference
You can see another example of how a Selection modifier can be used to select and apply a modifier to a subobject selection in Chapter 10, “Accessing Subobjects and Using Modeling Helpers.” •
FIGURE 11.7
The Noise and XForm modifiers are applied to just the subobject selection.
Parametric Deformer modifiers
Perhaps the most representative group of modifiers are the Parametric Deformers. These modifiers affect the geometry of objects by pulling, pushing, and stretching them. They all can be applied to any of the modeling types, including primitive objects.
Note
In the upcoming examples, you might start to get sick of seeing the hammer model used over and over, but using the same model enables you to more easily compare the effects of the various modifiers, and it's more interesting to look at than a simple box. •
Affect Region modifier
The Affect Region modifier can cause a local surface region to bubble up or be indented. Affect Region parameters include Falloff, Pinch, and Bubble values. The Falloff value sets the size of the affected area. The Pinch value makes the region tall and thin, and the Bubble value rounds the affected region. You also can select the Ignore Back Facing option. Figure 11.8 shows the Affect Region modifier applied to a Quad Patch with a Falloff value of 80 on the left and with a Bubble value of 1.0 on the right. The height and direction of the region are determined by the position of the modifier gizmo, which is a line connected by two points.
Note
The Affect Region modifier accomplishes the same effect as the Soft Selection feature, but Affect Region applies the effect as a modifier, making it easier to discard. •
FIGURE 11.8
The Affect Region modifier can raise or lower the surface region of an object.
Bend modifier
The Bend modifier can bend an object along any axis. Bend parameters include the Bend Angle and Direction, Bend Axis, and Limits. The Bend Angle defines the bend in the vertical direction, and the Direction value defines the bend in the horizontal direction.
Limit settings are the boundaries beyond which the modifier has no effect. You can set Upper and Lower Limits relative to the object's center, which is placed at the object's pivot point. Limits are useful if you want the modifier applied to only one half of the object. The Upper and Lower Limits are visible as a simple plane on the modifier