3ds Max 2012 Bible - Kelly L. Murdock [458]
Figure 42.17 shows one frame of the dandelion puff being blown away.
FIGURE 42.17
You can use Space Warps on Scatter objects as well as particle systems.
Modifier-Based Space Warps
Modifier-Based Space Warps produce the same effects as many of the standard modifiers, but because they are Space Warps, they can be applied to many objects simultaneously. Space Warps in this subcategory include Bend, Noise, Skew, Taper, Twist, and Stretch, as shown in Figure 42.18. All Modifier-Based Space Warp gizmos are simple box shapes. The parameters for all Modifier-Based Space Warps are identical to the modifiers (found in the Parametric Deformers category) of the same name. These Space Warps don't include a Supports Objects of Type rollout because they can be applied to all objects.
Cross-Reference
For details on the Bend, Noise, Skew, Taper, Twist, and Stretch modifiers and their parameters, see Chapter 11, “Introducing Modifiers and Using the Modifier Stack.” •
FIGURE 42.18
The Modifier-Based Space Warps: Bend, Noise, Skew, Taper, Twist, and Stretch
These Space Warps include a Gizmo Parameters rollout with values for the Length, Width, and Height of the gizmo. You can also specify the deformation decay. The Decay value causes the Space Warp's effect to diminish with distance from the bound object.
You can reposition the Modifier-Based Space Warp's gizmo as a separate object, but the normal modifiers require that you select the gizmo subobject to reposition it. Unlike modifiers, Space Warps don't have any subobjects.
Combining Particle Systems with Space Warps
To conclude this chapter, you'll look at some examples that use Space Warps along with particle systems. With all these Space Warps and their various parameters combined with particle systems, the possibilities are endless. These examples are only a small representation of what is possible.
Tutorial: Shattering glass
When glass shatters, it is very chaotic, sending pieces in every direction. For this tutorial, you shatter a glass mirror on a wall. The wall keeps the pieces from flying off, and most pieces fall straight to the floor.
To shatter glass, follow these steps:
1. Open the Shattering glass.max file from the Chap 42 directory on the CD.
This file includes a simple mirror created from patch grid objects. The file also includes a simple sphere that is animated striking the mirror.
2. Select the Create⇒Particles⇒PArray menu command. Then drag in the Front viewport to create the PArray icon. In the Basic Parameters rollout, click the Pick Object button and select the first patch object. In the Viewport Display section, select the Mesh option. In the Particle Generation rollout, set the Speed and Divergence to 0. Also set the Emit Start to 30 and the Life value to 100, so it matches the last frame. In the Particle Type rollout, select the Object Fragments option, and set the Thickness to 1.0. Then in the Object Fragment Controls section, select the Number of Chunks option with a Minimum value of 30. In the Rotation and Collision rollout, set the Spin Time to 100 and the Variation to 50.
These settings cause the patch to emit 30 object fragments with a slow, gradual rotation.
3. Select the Space Warps category button, and choose the Forces subcategory from the drop-down list. Click the PBomb button, and create a PBomb Space Warp in the Top view; then center it above the Mirror patch. In the Modify panel, set the Blast Symmetry option to Spherical with a Chaos value of 50 percent. Set the Start Time to 30 with a Strength value of 0.2. Then click the Bind to Space Warp button, and drag from the PBomb Space Warp to the PArray icon.
4. Select the Create⇒Space Warps⇒Forces⇒Gravity menu command, and drag in the Front viewport to create a Gravity Space Warp. Position the Gravity Space Warp so that the icon arrow is pointing down in the Front viewport. In the Modify panel, set the Strength value to 0.1. Then bind this Space Warp to the PArray icon.
5. Select the Create⇒Space Warps⇒Deflectors⇒POmniFlect