3ds Max 2012 Bible - Kelly L. Murdock [316]
When a BlobMesh object is selected and applied to the picked object, each vertex has an object attached to it, but if you apply a selection modifier, such as the Mesh Select modifier, to the picked object, then only the selected subobjects get a BlobMesh object. You also can use the Soft Selection option to select those subobjects adjacent to the selected subobjects. The Minimum Size value is the smallest-sized BlobMesh object that is used when Soft Selection is enabled.
The Large Data Optimization option is a quicker, more efficient way of rendering a huge set of BlobMesh objects. The benefit from this method comes when more than 2,000 BlobMesh objects need to be rendered. If the viewport updates are slow because of the number of BlobMesh objects, you can select to turn them Off in Viewport.
Cross-Reference
When BlobMesh objects are applied to a particle system, they can be used as part of a Particle Flow workflow. The Particle Flow Parameters rollout includes a list of events to apply to the BlobMesh objects. Particle Flow is covered in detail in Chapter 41, “Creating Particles and Particle Flow.” •
Tutorial: Creating icy geometry with BlobMesh
The BlobMesh object can be combined with a geometry object to create the effect of an object that has been frozen in ice. Using the BlobMesh's Pick feature, you can select a geometry object, and a BlobMesh is placed at each vertex of the object. I suggest using an object with a fairly limited number of vertices.
To create the effect of an object covered in ice, follow these steps:
1. Open the Icy sled.max file from the Chap 27 directory on the CD.
This file includes a sled model created by Viewpoint Datalabs.
2. With the sled selected, choose Create⇒Compound⇒BlobMesh, and create a simple BlobMesh by simply clicking in the Top viewport. Set the Size value to 6.0. Then right-click to exit BlobMesh mode, click the Pick button in the Parameters rollout, and select the Sled object.
3. Press the M key to open the Material Editor, and select the first sample slot. Change the Diffuse color to a light blue, and set the Opacity to 20. Then increase the Specular Level to 90 and the Glossiness to 40, and apply the material to the BlobMesh object.
4. Render the Perspective View window to see the final result. The sled is embedded in ice.
Figure 27.10 shows the resulting sled, all ready to be defrosted.
FIGURE 27.10
BlobMesh objects can be used to cover objects in ice.
Creating a Scatter Object
A Scatter object spreads multiple copies of the object about the scene or within a defined area. The object that is scattered is called the Source object, and the area where the scatter objects can be placed is defined by a Distribution object.
Cross-Reference
Particle systems, which are discussed in Chapter 41, “Creating Particles and Particle Flow,” can also create many duplicate objects, but you have more control over the placement of objects with a Scatter object. •
To create a Scatter object, choose an object that will be scattered over the surface and select the Create⇒Compound⇒Scatter menu command. The selected object becomes the Source object. A rollout then opens, in which you can select the Distribution object or use defined transforms.
Under the Scatter Objects rollout, the Objects section lists the Source and Distribution objects. Name fields are also available for changing the name of either object. The Extract Operand button is available only in the Modify panel; it lets you select an operand from the list and make a copy or instance of it.
Note
The placement of the Source object on the distribution object is determined by the Source object's pivot point. •
Working with Source objects
The Source object is the object that is to be duplicated. Figure 27.11 shows a Cylinder primitive scattered over a spherical Distribution object with 500 duplicates. The Perpendicular and Distribute Using Even options are set.
FIGURE 27.11
A Scatter