Online Book Reader

Home Category

3ds Max 2012 Bible - Kelly L. Murdock [317]

By Root 1981 0
object made of a Cylinder spread over an area defined by a sphere


In the Scatter Objects rollout are several parameters for controlling the Source object. In the Source Object Parameters section, the Duplicates value specifies how many objects to scatter. You can also specify a Base Scale and the Vertex Chaos values. The Base Scale is the value that the object is scaled to before being scattered. All new objects are scaled equally to this value. The Vertex Chaos button randomly distributes the object vertices.

The Animation Offset defines the number of frames between a new duplicate and the previous one.

Note

If you look closely at a Scatter object, you'll notice that both the Source and Distribution objects have the same object color. To color them differently, use the Multi/Sub-Object Material. •

Working with Distribution objects

To select a Distribution object, click the Pick Distribution Object button and select an object in the viewport. (Make sure that the Use Distribution Object option is selected in the Scatter Objects rollout.) You can specify the Distribution object as a Copy, Instance, Reference, or Move.

Under the Distribution Object Parameters section are several options for controlling the Distribution object. The Perpendicular option causes the Source objects to be aligned perpendicular to the Distribution object. If the Perpendicular option is disabled, the orientation remains the same as that of the default Source object. Figure 27.12 shows the same Scatter object as in the preceding figure, but with several different options.

FIGURE 27.12

A Scatter object with different options: Base Scale at 20%, Vertex Chaos at 2.0, Perpendicular option disabled, and Duplicates at 100


The Use Selected Faces Only option enables you to select the faces over which the duplicates are positioned. The Selected Faces are those passed up the Stack by the Mesh Select modifier.

Other Distribution object parameter options include Area, Even, Skip N, Random Faces, Along Edges, All Vertices, All Edge Midpoints, All Face Centers, and Volume. The Area option evenly distributes the objects over the surface area, and the Even option places duplicates over every other face. The Skip N option lets you specify how many faces to skip before placing an object. The Random Faces and Along Edges options randomly distribute the duplicates around the Distribution object. The All Vertices, All Edge Midpoints, and All Face Centers options ignore the Duplicates value (which specifies the number of duplicates) and place a duplicate at every vertex, edge midpoint, and face. Figure 27.13 shows several of these options.

FIGURE 27.13

A Scatter object with different distribution options: Area, Skip N where N=7, Random Faces, All Vertices, and All Face Centers


All the options described thus far place the duplicates on the surface of the object, but the Volume option scatters the duplicates inside the Distribution object's volume.

Setting Transforms

The Transforms rollout is used to specify the individual transformation limits of the duplicate objects. For example, if the Z-axis value is set to 90, then each new duplicate is randomly rotated about its local Z-axis at a distance somewhere between –90 and 90.

You can use these transformations with a Distribution object or by themselves if the Use Transforms Only option is selected under the Scatter Objects rollout. The Use Maximum Range option causes all three axes to adopt the same value. The Lock Aspect Ratio option maintains the relative dimensions of the Source object to ensure uniform scaling.

Speeding updates with a proxy

Working with a large number of duplicates can slow the viewport updates to a crawl. To speed these updates, select the Proxy option in the Display rollout. This option replaces each duplicate with a wedge-shaped object. For example, if you used the Scatter object to place people on a sidewalk, you can use the Proxy option to display simple cylinders in the viewports instead of the details of the person mesh.

Another way to speed the viewport updates

Return Main Page Previous Page Next Page

®Online Book Reader