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Dan a nl cl i Ma Ki 10 OF 10 0110 Dene} Ai cel) 3ds Max 2021 Simulation and Effects Book About me Serdar Hakan DUZGOREN | Autodesk Expert Elite | was born in 1980 in Istanbul, | graduated from Umraniye Industrial Vocational High Schoo! Building Department in 1996. | first entered the computer world using Autodesk AutoCAD. For 3 years until 2000, | supported many companies in the fields of consultancy, project and implementation on AutoCAD. Between 2000 and 2004, | worked in both Autodesk AutoCAD and 2D design and printing areas in the digital printing systems sector (CorelDraw, Freehand, Quarkexpress, Adobe Photoshop.) Since 2004, Autodesk 3Ds Max, rendering engines and 3D design training and I have been providing consultancy and training in many local and foreign companies as a consultant and continue my business life. Since September of 2014, Turkey Autodesk and Autodesk Commnity | have been working on-site counseling training. Autodesk also held in Turkey for the first time on 10 December 2014 the University | took part as a speaker at the 2014 event. | conducted 7 webinars on 3Ds Max training and render-rendering systems in 2014-2015 at Autodesk Comminity. in year 2015 which granted only 240 people in the world with the title of Autodesk Expert Elite 2 people in Turkey, "I have someone from AUTODESK’ EXPERT ELITE rN AUTODESK UNIVERSITY 2014 E-mail: info@serdarhakan.net You can reach from the e-mail address. Also; To attend my training seminars, you can visit www.serdarhakan.net, blog. serdarhakan.net, www.autodesk.com.tr/ community. Social medi Twitter : @SerdarHakan Facebook: —_https://www.facebook.com/serdarhakannn ‘Autodesk Authorized Instructor Information: ‘Autodesk Education Identity ID Numer 5102634 ‘Autodesk Education Instructor ID Numer :46753 Thank you 4 To my dear brothers and bosses, Hasan Serdar TOMURCU and Huseyin Ferdag TOMURCU, who taught me everything, to improve myself, tobe successful in my professional life and to “© Mylife partner, my dear wife, Selda SAHIN DUZGOREN, the biggest thank you for never withholding your support. + To my best father and old friend Ali GUNDOGDU, who criticized me mercilessly, who gave me the title of uncle when | had no chance to become the best software developer and uncle Thanks again to everyone Serdar Hakan DUZGOREN AUTODESK’ EXPERT ELITE Preface In this book, we talked about how you can create simulations and visual effects with Autodesk 3ds Max 2021. Our book examines the topics in detail and every detail is explained. By applying the information in the book in full detail, you will be able to create your own simulations and visual effects. Now, let's list the important topics in our book; ‘Space Warp Objects Particle Systems MassFX Hair And Fur Modifier (World Space) Effects and Environments Fluids Our book consists of 6 main titles in total and each title is explained in detail. You will now be able to create your own simulations and visual effects. Serdar Hakan DUZGOREN Autodesk Expert Elite | Autodesk Offical Member | Autodesk Int. Moderator | Autodesk Consultant AUTODESK’ EXPERT ELITE Table of Contents ‘Space Warp Objects..... 1 ‘Space Warps and Supported Objects...... 2 Basics of Using Space Warps. 2 Particle Leakage and Deflector Space Warps. 2 Space Warp Categories 3 Forces 3 Deflectors 3 Geometric/Deformable 4 Modifier-Based ....... 4 Particles & Dynamics... 4 ProCEMUIES or nnnnnnninnnsnninnnnsnnnnninnnnnnnnnnne 5 Bind to Space Warp .....mnnnnmnnnnnnnnnnnnnnnnnnnnnnnnn 5 FOLCES sn nnnmnnnnnnninnnnnnssnnnnnnsnnninnnnnnnnnnnnnnnnnnnnsnnnnnnnnnnnn 5 Push Space WarP..nnnsmnnnsennnnnnnnnnnnnnnnnnnnnnnnnnnnnnsnnnnnnnnnnnn 5 Procedures 6 Interface 7 Motor Space Warp. 9 Procedures 10 Interface 10 Vortex Space Warp -scnnnn 13 Procedures .... 2B Interface css ssn sn seoninneesnnne VM Drag Space Warp 16 PrOCEMUTES vn Interface PBomb Space Warp. 20 Procedures 2 Interface 2 Path Follow Space Warp 24 Procedures... 24 Interface... 26 Gravity Space Warp...... 28 Procedures 29 Interface... 29 Wind Space Warp. 30 Procedures Interface .. Displace Space Warp... Procedures... Interface 34 Motion Field Space Warp. 37 Interface 38 Properties rollout. 38 Display rollout. 39 Boundary rollout. Direction rollout Drag rollout... Turbulence rollout... Geometry rollout... Velocity rollout 45 Deflectors 45 POmniFlect Space Warp 45, Procedures 46 Interface a7 ‘SOmniFlect Space Warp....... 50 Procedures....... 51 UOmniFlect Space Warp. 51 Procedures 52 Interface... 53 Parameters rollout .. SDeflector Space Warp Procedures 54 Interface 54 UDeflector Space Warp 55 Procedures 56 Interface 56 Deflector Space Warp. 58 Procedures 58 Interface .... 59 Geometric/Deformable. 60 FFD(Box) Space WarP....ccccccmnnnn sennnnnnnnnnnnnnnnne nnn 60 Procedures Interface .. FFD(Cyl) Space Warp... Procedures ....... Interface Wave Space Warp. 70 Procedures nm Interface n Flexibility parameter (Modify panel). nR Ripple Space Warp. Procedures .... Interface... Flexibility parameter (Modify panel)... Conform Space Warp... Procedures Interface 7 Bomb Space Warp 7B Procedures 78 Interface 79 Modifier-Based Space Warps 81 Creating Modifier-Based Space Warps. 81 Interface... 2 Gizmo Parameters rollout... 82 Parameter rollout..... 82 Particle Systems... Which Particle System to Use? 83 Particle Flow. 83 How Particle Flow Works. 84 The Life of a Particle 86 Particle Flow User Interface 88 Particle View....... To Render Only Particles from Specific Events....... To Bring a Particle View Setup into a Different Scene...... Particle View Menu Bar... Edit Menu (Particle View) Select Menu (Particle VieW) .....mnneneneneee seve nnn one 9B Display Menu (Particle View)... Options Menu (Particle View)... Tools Menu (Particle Vie)... Particle Flow Preset Manager Dialog... 98 Particle View Event Display 100 General Event Editing 100 Modifying Actions and Events in the Event Display 101 Selecting, Moving, and Copying 102 Navigator Window 103 Getting Information... 103 Event Display Right-Click Menu...... 103 Interface .... 104 Particle Flow Source wn. 106 Interface... 107 Modifier stack 107 Setup rollout. 107 Emission rollout. 108 Selection rollout. 110 ‘System Management rollout a1 Script rollout 112 Particle Flow Helpers 114 Interface .... 114 MAXScript/CUL-Only Tools 115 Interface .... 115 Actions... 116 Action Time Frames 116 Tests 116 Operators. 116 Birth and Death 17 Birth Operator. 117 Birth File Operator. 118 Procedure... 118 Interface... 122 Birth Script Operator... 125 Interface... 125 Birth Texture Operator 126 Procedure ... Interface .. Birth Texture rollout Parameters rollout .. Delete Operator. Interface Groups. Group Operator. Interface Group Selection Operator...... Group Selection icon... Interface... Split Group Test... Interface... Transforms. Position Icon Operator Interface Position Object Operator Procedures Interface Rotation Operator. Interface... Spin Operator. Interface... Scale Operator...... Procedures Interface Speed Speed Operator. Procedures Interface Speed By Icon Operator. Procedures Interface... Speed By Surface Operator... Procedures ........ 127 128 128 128 136 136 137 137 138 139 139 140 148 148 146 146 146 148 149 149 155 185 157 157 159 159 161, 164 164 164 165 167 167 1m 175 175 Interface..... Keep Apart Operator. Script Wiring rollout Interface..... Shape Shape Operator. Interface Shape Facing Operator Interface Shape Instance Operator. Using Transform-Animated Reference Objects... Procedures Interface... ‘Shape Mark Operator... Procedures Interface Materials and Mapping in Particle View. Material Inheritance Parametric and Synthetic Materials Looking at Examples... Interface..... Additional Parameter: Material/Birth Group/Shape Instance operators... Mapping Object Operator Interface..... Material Static Operator.... Interface Material Frequency Operator. Interface Material Dynamic Operator Procedures Interface Mapping Operator. Procedures Interface... Cache Operators... Cache Operator... 17 181 182 182 185 185 186 387 188 .-190 ..190 191 192 196 196 197 201, 202 202 202 206 1.207 207 207 a1 2 213 21a 215 215 218 21 221 22 223 223 Procedures Interface .. Cache Disk Operator... Interface... Cache Selective Operator Interface Additional Operators. Camera Culling Operator. Interface Camera IMBlur Operator...... Interface Display Operator... Interface .... Display Script Operater.... Interface Force Operator. Script Wiring rollout particleFloat Sample Script Procedures Interface Notes Operator...... Interface .... Render Operator... Interface... Script Operator..... Interface ‘Stop Operator. Interface Stop Type group Painting Particles Particle Paint . Particle Paint Helpe...... Particle Paint Icon... Strokes...... Procedures. Interface 224 225 229 229 234 235 239 239 239 2a 241 242 1242 244 24a 246 246 246 207 248 249 250 250 250 252 252 253 253 253 253 254 254 1254 255 255 256 Interface... 287 Layout Rollout (Particle Paint)... 261 Interface .. 1261 Orientation Rollout (Particle Paint)... 264 Interface 264 Mapping Rollout (Particle Paint) 266 Interface 266 Editing Rollout (Particle Paint) 267 Brush Radius Graph (Particle Paint) 270 Paint Flow Rate Graph (Particle Paint) 2m irth Paint Operator. 272 Interface... 272 Placement Paint Operator... 274 Using Placement Paint...... 274 Interface 274 Flows 278 Preset Flow. 278 Interface 279 Empty Flow. 280 Standard Flow..... 280 One Click Flow... 280 TOStS one 281 Age Test. 282 Interface... 1 282 Collision Test. 1283 Procedures 284 Interface 285 Collision Spawn Test. 287 Interface 287 Copy Out Test 292 Interface 292 ind Target Test.... 292 Script Operator Example... 298 Interface... 294 0 To Rotation Test ..nrnssnnnnnnn 302 Procedures nu 302 Interface... 308 Lock/Bond Test 306 Interface .. 1306 Using the Lock/Bond Test... 313 How Lock/Bond Works 313 Attaching Particles to an Object. 313 Position Object vs. Lock/Bond 313 Covering an Object in Particles. 314 Locking Particles to an Animated Surface 314 Moving Particles Along or Near an Object's SUrfaCe.......nsnnnmnnnnnnnnssnne BUM Moving Particles Along a Surface.... 315 Drifting Particles... 315 Ejecting Particles from an Animated Object... 315 Ejecting Particles from a Fast-Moving Object.... 315 Ejecting Particles When They Reach a Specific Speed 315 Scale Test 315 Interface 316 Script Test 318 Interface 318 Send Out Test... 319 Interface 319 ‘Spawn Test... 319 Interface... 320 Speed Test... 323 Interface... 323 Split Amount Test 325 Interface 325 Split Selected Test. 326 Interface 327 Split Source Test. 327 Interface 327 Stop Gradually Test. 328 Interface... 328 mParticles and Advanced Data Manipulation .... 330 mParticles..... 1330 Particles Birth Operators ..nnmnmnnrnneeseesenennnnnnnnnnn nnn 331 Birth Grid Operator...... 331 Important Birth Grid Points. 331 PROCEMUTE sn 1332 Interface... 1332 Birth Group Operator. 342 Procedure 342 Interface 343 Birth Stream Operator. 346 Interface 346 mParticles Flow. 349 mParticles World Helper. 381 Interface: Parameters rollout... 351 Interface: Advanced Parameters rollout... 356 mParticles World Operator... 359 Interface 360 mParticles Shape Operator. 360 Interface 360 mParticles Force Operator 366 Interface 366 mParticles Drag Operator. 369 Interface... 369 Wiring From Data Channels rollout. 370 mParticles Buoyancy Oper atOr....nmnmnnsnnnnnsnnn 371 Interface... 371 mParticles Switch Operator. 373 Interface 373 Match Position or Speed group 374 Match Rotation or Spin group. 375 Apply Anti-Gravity group. 376 Turn Off Simulation group 376 mParticles Collision Test .....eounn onnnssnnnnesnnnnsnnnnnnnnnns 376 Procedure....... 376 Interface .... 380 Test True If Particle group .. 380 mParticles InterCollision Test... 1382 Interface 1382 Test True If Particle group .. mParticles InterCollision Test in Depth mParticles Glue Test..... Important Glue Points... Interface Binding group. Breakability group. Test True When Particles group To Bind With group. mParticles Glue Test: Distance Binding Rollott...... Interface... mParticles Glue Test: Rigid/Simplified Binding Rollouts Interface..... mParticles Glue Test: Wiring From/To Data Channels Rollouts....... Interface ing From Data Channels. ing To Data Channels. mParticles Solvent Operator Interface mParticles Modifiers. PFlow Collision Shape (WSM) Modifier... Interface... Particle Face Creator Modifier....... Interface..... Particle Skinner Modifier... Interface Particle Skinner modifier stack Parameters rollout Parameters rollout (continued) Particle Skinner Modifier: Data Wiring Parameters Rollout Interface Particle Skinner Modifier: Display Parameters Rollout... Interface..... mParticles Data Suboperators....... Input mParticles Suboperator........ Interface 383 384 388 389 389 390 395 396 397 398 2.399 AOL 401 402 402 404 405 406 406 408 408 409 a3 a3 a8 a1 ana 419 a2 424 28 426 426 1 A26 426 427 Output mParticles Suboperator 428 Interface..... 428 Customizing mParticles Simulation Tools... 430 Benchmarking a Simulation with MAXScript... 431 Properties. 431 Methods. 431 Usage & Examples. 431, MassFX 432 Using MassFX in 3ds Max. 432 The MassFX Interface... 432 The MassFX Toolbar......... The MassFX Tools Dialog.......... Rigid Bodies, mCloth, Constraints, and Ragdoll... ABQ 432 A933 Modify Panel Rollouts 434 Simulation Controls. 434 MassFX Explorer. 434 The Simulation - MassFX Submenu 435, Rigid Bodies & Constraints 435, Rigid Body Overview. 435 Physical Shapes versus Graphical Meshes ABS Composing the Physical Representation.. 436 Rigid Body Types: Dynamic, Kinematic, and Static....... ABB Working with Rigid Bodies....... Creating a Rigid Body..... Try Ith a 438 438 439 Managing the "Initial Transform" of Dynamic Ri 440 Try It! 440 Tweaking the Physical Material 440 Try It! aa. Adjusting the Physical Shape 442 Sphere, Box, and Capsule. 443 Convex, AM Concave 443 Original... 43 Custom... 444 Constraining Physics Objects. Ad Parent and Child Objects .... Creating a Constraint Creating a World Constraint... Springs and Springy Constraints... Improving Preview Performance. MassFX Cloth. Ragdolls Creating a Ragdoll. Tweaking Collision Shapes and Limits Visualizing the Simulation... Running the Simulation.. Enabling the MassFX Visualizer... Baking Simulation Results... Exporting Rigid Bodies, Constraints, and Ragdblls.... Validate Scene Before Export Interface General Settings rollout. PhysX Scene Settings rollout. MassFX Reference MassFX Toolbar... Interface MassFX Tools Flyout...... Rigid Body Flyout. mCloth Flyout... Constraints Flyout... Ragdoll Flyout Simulation Controls. MassFX Tools Dialog Interface MassFX Tools: World Parameters Panel Interface Scene Settings rollout... Advanced Settings rollout... Engine rollout... MassFX Tools: Simulation Tools Panel... Interface AMS AMS 445, ~ AM6 447 447 447 448 448 MB 448 449 409 449 449 451 451 451 452 452 1 AS2 1 AS2 453 453 ASA 455, 456 457 457 458 458 459 462 464 464 465 ‘Simulation rollout... ‘Simulation Settings rollout. Utilities rollout.. MassFX Explorer. Interface isplay menu MassFX Explorer toolbar. MassFX Explorer columns. MassFX Tools: Multi-Object Editor Panel When Parameter Values Differ Within the Selection....... Multi-Object Editor Panel: Rigid Bodies.... Interface..... Rigid Body Properties rollout Physical Material rollout. Physical Material Properties rollout. Physical Mesh Rollout Physical Mesh Parameters rollout. Forces rollout Advanced Settings rollout. Multi-Object Editor Panel: Constraints .. Interface... General rollout... Translation Limits rollout.... ‘Swing & Twist Limits rollout .. Spring rollout... Advanced rollout MassFX Tools: Display Options Panel Interface Bodies rollout MassFX Visualizer rollout. MassFX Submenus Rigid Bodies... mCloth...... Constraints - MassFX Simulation - MassFX.... Tools - MassFX. 465 467 467 468 468 468 469 470 4am an 472 AT2 473 ATA 475 476 an an 478 480 481 481 481 481 481 481 481 482 482 482 483 ABB ABM 484 ABS 485 MassFX Rigid Body Modifier... Interface .. Modifier Stack: Sub-Object Levels Rigid Body Properties rollout Physical Material rollout. Physical Shapes rollout Physical Mesh Parameters Rollout Forces rollout ‘Advanced rollout Relative Nodes rollout... MassFX Physical Shape Types. Interface .... Physical Mesh Parameters rollout (Sphere).... Physical Mesh Parameters rollout (Box)... Physical Mesh Parameters rollout (Capsule) al) Physical Mesh Parameters rollout (Convex) Physical Mesh Parameters rollout (01 Physical Mesh Parameters rollout (Concave). Physical Mesh Parameters rollout (Custom). mCloth Modifier... Interface... mCloth Simulation rollout... Forces rollout... Capture States rollout... Physical Fabric Properties rollout. Volume Properties rollout Interaction rollout Tearing rollout Visualize rollout Advanced rollout Group Rollout (mCloth).... Interface Group Parameters Rollout (mCloth) Interface... MassFX Constraint Helper... Procedure ... 486 486 486 488 489 490 493 493 494 497 497 497 497 497 498 498 498 499 500 501 502 502 503 503 504 505 506 507 508 508 509 509 514 514 516 516 Interface..... Modifier Stack - Sub-Object Levels. General rollout. Translation Limits rollout.... ‘Swing & Twist Limits rollout Spring rollout Advanced rollout Relative Nodes rollout MassFX Ragdoll Procedure «0. Interface... General rollout... Setup rollout... Bone Properties rollout... Ragdoll Properties rollout Ragdoll Tools rollout Hair And Fur Modifier (World Space) Components of the Hair And Fur Feature. Growth Objects Guide Hairs .. styl Copying and Pasting Hair......... 9 Hair... Textures, Vertex Maps, and Shaders........ Lighting Considerations. Loading and Saving... Animating Hair. Procedures Selection Rollout (Hair And Fur), Interface Tools Rollout (Hair And Fur) Using Instanced Hair...... Interface Styling Rollout (Hair And Fur)... Styling with Hair Guides... Interface... Quad Menu for Hair Styling. 517 517 518 520 521 524 525 526 527 527 528 528 529 532 533 533 534 534 535, 535 537 538 538 538 539 539 539 540 540 542 542 545 551 551 552 562 Interface..... Utilities quadrant... Styling quadrant... Selection Utils quadrant. Selection quadrant General Parameters Rollout (Hair And Fur) Map Buttons Interface Modifying the Hair And Fur Material Assigning a Map to Parameters (Hair and Fur) Material Parameters Rollout (Hair And Fur)..... Interface .... Flyaway Parameters Rollout (Hair And Fur)... Interface .... Clumping Parameters Rollout (Hair And Fur) Interface Frizz Parameters Rollout (Hair And Fur) Interface Kink Parameters Rollout (Hair And Fur). Interface Multi Strand Parameters Rollout (Hair And Fut)... Interface..... Dynamics Rollout (Hair And Fut)... Designating Collision Surfaces... Interface... Procedures Display Rollout (Hair And Fur) Interface Randomization Parameters Rollout (Hair And Fur). Interface Fluids... Introductory Concepts... Optimizing Performance. Adaptivity Settings. Spacial Adaptivity... Delete Exceeding Particles 562 563 963 563 564 564 564 564 569 570 570 570 576 S77 37 577 579 sai 583 585 586 587 588 588 588 593 595 595, 596 596 597 597 598 598 598 599 Transport and Time Stepping Scale Considerations Working with Small Scales Meshes Fluids Interface. Create Panel Rollouts Object Type rollout Name and Color rollout. Setup rollout (Liquid) Emitters rollout (Liquid)...... Emitter loon group... Parameters rollout (Fluid Loader) leon group... Simulation View Window... Management System Area Panels Management System Area Interface Menu bar Solver Area... Liquid Attributes Panel........ Emitters rollout. Emitter Icon group... Collider/Kill Planes rollout... Foam Masks rollout... Guide System rollout. Channel Fields rollout Motion Fields rollout Solver Parameters Panel. Simulation Parameters. General Parameters rollout Frame Range group...... Scale group.. Solver Properties group... ‘Simulation Parameters rollout... Transport Steps group. 599 600 601 601 601 601 601 602 602 602 602 604 604 604 605 605 606 606 606 608 611 611 611 612 612 613 614 614 614 616 616 647 647 617 618 618 Time Steps group ... 618 Voxel Scaling group.... 619 Liquid Parameters... 619 Liquid Parameters rollout... 619 Presets group. 620 Droplet group. 620 Particle Distribution group. 621 Vorticity group. 621 Surface Tension group. 622 Viscosity group... 622 Erosion group. 622 Emitter Objects...... 623 Emitter Parameters rollout... 623 Emitter Properties group.... 623 UV Projection group 624 Emitter Conversion Parameters rollout 625 Conversion group 625 Emitter Boundary Controls group. 626 Collision Objects 626 Collider Conversion Parameters ... 626 Conversion group ... 627 Collider Boundary Controls..... 629 Kill Plane Objects... 629 Guide System. 629 Guide System rollout. 629 Guide Parameters group 630 Particle Reseed group. 630 Guide Mesh Parameters rollout. 631 Conversion group. 631 Boundary Controls group 632 Guide Emitter Parameters rollout..... 683 Conversion group... 683 Emission group. 635 Physical Attributes group....... 635 Stickiness group... 1 635 Foam Parameters. 635 Foam Properties rollout... Emission Parameters group..... Behavior Parameters group... Foam Volume Behavior rollout. Foam Wind/Air Parameters rollout. Foam Mask Objects Foam Mask Conversion Parameters rollout. Conversion group. Foam Mask Boundary Controls group. Channel Field Objects... Channel Affect group... Override Values group... Increment group........ Scale group. Clamp group Procedure Motion Field Objects. Caching Panel Cache Settings rollout. Cache Directory Settings group... Cache Output File Pattern group... Additional Export Options group........ Display Cache Info group... Display Settings Panel... Liquid Settings rollout. Mesh Settings group Particle Settings group. Display group. Foam Settings rollout Particle Settings group.. Display group. Render Settings Panel.... Solver To Render rollout... Channels rollout... ‘Add Channels group... ield Parameters rollout... 635 636 637 639 6a 6a2 642 642 643 643 643 644 645 645 645 646 646 646 646 646 647 647 64g, 649 650 650 651, 652 654 654 654 655 656 656 657 657 Liquid Settings rollout... Render As group... Parameters for Amold Surface... Foam Settings rollout... Render As group. Loader Properties Panel Cache Files area Cache Files area context menu Loader Properties group Cache Properties group..... Display Cache Info group.. 658 658 659 660 660 662 663 664 664 664 664 Space Warp Objects ‘Space warps create “force fields” that deform other objects, creating the effect of ripples, waves, blowing wind, and so on ‘= Create panel > Space Warps ‘Space warps are nonrenderable objects that affect the appearance of other objects. Space warps: behave somewhat like modifiers, except that space warps influence world space rather than object space, as geometric modifiers do. When you create a space warp object, viewports show a wireframe representation of it. You can transform the space warp as you do other 3ds Max objects. The position, rotation, and scale of the space warp affect its operation. Surfaces deformed by space warps: Left: Bomb Right: Ripple Rear: Wave A space warp affects objects only when the objects are bound to it. The warp binding appears at the top of the object's modifier stack. A space warp is always applied after any transforms or modifiers. When you bind multiple objects to a space warp, the space warp's parameters affect all the objects equally. However, each object's distance from the space warp or spatial orientation to the warp can change the warp's effect. Because of this spatial effect, simply moving an object through warped space can change the warp’s effect. You can also use multiple space warps on one or more objects. Multiple space warps appear in an object's stack in the order you apply them, Note: You can take advantage of the AutoGrid feature to orient and position new space warps with respect to existing objects, See AutoGrid for details. Space Warps and Supported Objects ‘Some types of space warps are designed to work on deformable objects, such as geometric primitives, meshes, patches, and splines. Other types of warps work on particle systems such as, Spray and Snow. On the command panel, each space warp in the Forces, Deflectors, and Geometric/Deformable categories has a rollout labeled Supports Objects Of Type. This rollout lists the kind of objects you can bind to the warp. Basics of Using Space Warps To use space warps, follow these general steps: 1. Create a space warp. 2. Bind objects to the space warp. On the main toolbar, click Bind To Space Warp, and then drag between the space warp and the object. For details, see Bind To Space Warp. Note: For space warps that work with particle systems, this applies only to non-event: driven particle systems, For information on using space warps with Particle Flow, see Force Operator. The space warp has no visible effect on your scene until you bind an object, system, or selection set to it. 3. Adjust the space warps parameters. If you like, transform the space warp with Move, Rotate, or Scale. The transforms often directly affect the bound object. You can animate space warp parameters and transforms. You can also animate space warp effects by animating transforms of an object bound to the warp. Particle Leakage and Deflector Space Warps A deflector is a space warp that acts as a barrier to particles in particle systems. Occasionally stray particles can leak through a deflector under the following circumstances: ‘+ When a particle happens to hit the deflector too near the end or beginning of a time interval, and numerical error in the solution doesn't report a hit ‘+ When a particle hits too near the edge of a face referenced by a UDeffector, and neither face finds it + When a particle is moving quickly and first appears too close to the deflector, so the very first update cycle within the particle system takes it past the deflector without the deflector ever seeing it Often this isn't a problem because the particles bounce off solid objects, so you don't see the errant particles. When it does cause problems, you can use a planar deflector instead of a UDeflector, a collection of planars to approximate the mesh, or a simple mesh to replace the planar. The solutions vary, so where one has a glitch the other might work just fine. If particles are moving fast and the deflector is in a particular position (for example, it might be too close to the emitter) many particles can leak through defectors, Sometimes you can fix this leakage by changing the particle system's Subframe Sampling setting or the particle speed. Other times you must reposition the deflector farther away from the emitter. In addition, particles imbued with bubble motion can leak through deflectors, particularly when set to high amplitudes. To avoid this, use alternative methods of implementing bubble-Iike motion, such as varying speed (see Particle Generation Rollout (PArray)), setting a higher angle for the stream spread with spray systems (see Spray Particle System, Super Spray Particle System), or using larger particles with an animated texture map. Space Warp Categories The categories of space warps are available from the drop-down list on the Create panel's Space Warps category. Forces ‘These space warps are used to affect particle systems. The Supports Objects of Type rollout indications which systems each space warp supports. Avot Motor Push Vat Diag Path Fallow | __PEomb Displace | __ Graviy Wind Motor Space Warp Push Space Warp Vortex Space Warp Drag Space Warp Path Follow Space Warp PBomb Space Warp Displace Space Warp Gravity Space Warp Wind Space Warp Deflectors These space warps are used to deflect particles. The Supports Objects Of Type rollout indicates which systems each space warp supports. POmniFlect Space Warp SOmniFlect Space Warp UOmniFlect Space Warp ‘SDeflector Space Warp UDeflector Space Warp Deflector Space Warp Geometric/Deformable These space warps are used to deform geometry. FFD(Box) Space Warp FFD(Cyl) Space Warp Wave Space Warp Ripple Space Warp Displace Space Warp Conform Space Warp Bomb Space Warp Modifier-Based ‘These are space-warp versions of object modifiers (see Modify Panel). Read more about these in Modifier-Based Space Warps. Bend Modifier Noise Modifier Skew Modifier Taper Modifier Twist Modifier Stretch Modifier Particles & Dynamics This category contains only the Vector Field space warp, which is dedicated for use in character studio Crowd simulations. Procedures To create a space warp: 1, On the Create panel, click Space Warps. The Space Warps panel is displayed. Choose a category of space warp from the drop-down list On the Object Type rollout, click a space warp button Tip: You can take advantage of the AutoGrid feature to orient and position new space warps with respect to existing objects. For details, see AutoGria, 4. Drag in a viewport to create the space warp. See the topics for the various space warps for further details. Bind to Space Warp Use the Bind to Space Warp command to attach the current selection to a space warp or vice versa * Main toolbar > Bind to Space Warp Forces Forces affect mainly particle systems, Some can affect geometry as well Note: All of the Force space warps work with non-event-driven particle systems; all but Path Follow also work with Particle Flow via the Force operator. To make Particle Flow particles follow a path, use the Speed By Icon operator and use Path Constraint to assign its icon to the path. For an example, see this procedure. Push Space Warp Push applies a uniform, unidirectional force to particle systems Create panel > B (Space Warps) > Forces > Object Type rollout > Push button + Default menu: Create menu > SpaceWarps > Forces > Push ‘+ Altmenu: Objects menu > Forces > Push Push disperses a cloud of particles The Push space warp applies a force to particle systems. It applies a uniform, unidirectional force in a positive or negative direction. A positive force moves in the direction of the pad on the hydraulic jack. The breadth of the force is infinite, perpendicular to the direction; you can limit it using the Range option 4 eed Push viewport icon Procedures To create a Push space warp: 1. Onthe B Create panel, click EA space Warps). Choose Forces from the list, then on the Object Type rollout, click Push. 2. Drag in a viewport to define the size. ‘The Push warp appears as a hydraulic jack icon Interface Timing group On Time/Off Time ‘The numbers of the frames in which the space warp begins and ends its effect. Because Push moves the particles to which it's applied over time, no keyframes are created, Strength Control group Basic Force The amount of force exerted by the space warp. Newtons/Pounds This option specifies the units of force used by the Basic Force spinner. A pound is about 4.5 Newtons, and one newton is one kilogram-per-second-squared. When Push is applied to particle systems, these values have only subjective meaning because they depend on the built-in weighting factors and time scaling used by the particle system Feedback On When on, the force varies depending on the speed of the affected particles relative to the specified Target Speed, When off, the force remains constant, regardless of the speed of the affected particles. Reversible When on, if the particle's speed exceeds the Target Speed setting, the force is reversed, Available only if you tum on Feedback On Target Speed Specifies the maximum speed in units per frame before the Feedback takes effect. Available only if you turn on Feedback On. Gain Specifies how quickly the force adjusts to approaching the target speed. If set to 100 percent, the correction is immediate. If set lower, a slower and "looser" response occurs Available only if you tum on Feedback On Note: Setting Gain above 100 percent can result in over-correction, but is sometimes necessary to overcome damping from other system settings, such as IK damping Periodic Variation group ‘These settings introduce variations into the force by affecting the Basic Force value randomly. You can set two waveforms to produce a noise effect Enable Turns on the variations. Period 1 The time over which the noise variation makes a full cycle. For example, a setting of 20, means one cycle per 20 frames. Amplitude 4 The strength of the variation (in percent). This option uses the same types of units as the Basic Force spinner. Phase 4 Offsets the variation pattern, Period 2 Provides an additional variation pattern (a second wave) to increase the noise. Amplitude 2 The strength of the variation of the second wave (in percent). This option uses the same types of units as the Basic Force spinner Phase 2 Offsets the variation pattern of the second wave. Particle Effect Range group Lets you restrict the Push effect's range to a specific volume. Enable When on, limits the range of the effect to a sphere, displayed as a tri-hooped sphere. The effect falls off increasingly as the particles near the boundary of the sphere, Range Specifies the radius of the range of the effect, in units Display Icon group Icon Size Sets the size of the Push icon. This is for display purposes only, and does not alter the Push effect Motor Space Warp The Motor space warp works like Push, but applies rotational torque to the affected particles or objects rather than a directional force, Both the position and orientation of the Motor icon affect particles, which swirl around the Motor i . Create panet> Edd (space Warps) > Forces > Object Type rllo > Motor button Default menu: Create menu > SpaceWarps > Forces > Motor + Altmenu: Objects menu > Forces > Motor Motor disperses a cloud of particles Motor viewport icon (with particle system on the left) Procedures To create a motor space warp: 1. onthe ll create pane), cick Bd space Warps). Choose Forces from te is then on the Object Type rollout, click Motor. 2. Click and drag in a viewport to define the size ‘The Motor warp appears as a box-shaped icon with an arrow indicating the direction of the torque. Interface ramets Tining OnTime:[O 2 OH Time: [30 2 Srongh Cant Base Toraue [TT — =) @ Nm © Loft © Lbin 1 Feedback On F Revert Tagelfev: TD =) ¢ ARH @ APM f° APS Bai ale Timing group On TimelOff Time ‘The numbers of the frames in which the space warp begins and ends its effect. Because Motor moves the objects to which it's applied over time, no keyframes are created. Strength Control group Basic Torque The amount of force exerted by the space warp. N-m/Lb-ft/Lb-in Specify the unit of measure for the Basic Torque setting, using common world measurements of torque. N-m stands for Newton meters, Lb-ft stands for pound-force feet, and Lb-in stands for pound-force inches. Feedback On When on, the force varies depending on the speed of the affected objects relative to the specified Target Speed. When off, the force remains constant, regardless of the speed of the affected objects. Reversible When on, ifthe object's speed exceeds the Target Speed setting, the force is reversed Available only if you turn on Feedback On, Target Revs Specifies the maximum revolutions before the feedback takes effect. Speed is specified in units traveled per frame. Available only if you turn on Feedback On RPHIRPMIRPS Specifies the units of measure for Target Revs in revolutions per hour, minute, or second Available only if you turn on Feedback On Gain Specifies how quickly the force adjusts to approaching the target speed. If set to 100%, the correction is immediate. If set lower, a slower and "looser" response occurs. Available only if you turn on Feedback On. Note: Setting Gain above 100% can result in over-correction, but is sometimes necessary to overcome damping from other system settings, such as IK damping Periodic Variation group | Petiodic Vaiaion IF Enatle Pesiod 1: [0 = Anpltude 1: [TOOT 3) % Phave 1:[00 idea Period 2: [0 a Amplitude 2, [TORO $x Phare 2[00 idea "Paticle EtfeetAange’ Enatle Range [T0007 ke (Display Icon. leon Size: [FETE =) ‘These settings introduce variations into the force by affecting the Basic Torque value randomly You can set two waveforms to produce a noise effect. Enable Turn on to enable the variations. Period 1 The time over which the noise variation makes a full cycle. For example, a setting of 20 means one cycle per 20 frames. Amplitude 4 The strength of the variation (in percent). This option uses the same types of units as the Basic Torque spinner. Phase 1 Offsets the variation pattern, Period 2 The next two spinners provide an additional variation pattern to increase the noise. ‘Amplitude 2 The strength of the vatiation of the second wave in (percent). This option uses the same types of units as the Basic Torque spinner. Phase 2 Offsets the variation pattern of the second wave. Particle Effect Range group Lets you restrict the Motor effect's range to a specific spherical volume. Enable When on, limits the range of the effect to a sphere, displayed as a tri-hooped sphere. The effect falls off increasingly as the particles near the boundary of the sphere. Range Specifies the radius of the range of the effect, in units. Display Icon group Icon Size Sets the size of the Motor icon. This is for display purposes only, and does not alter the Motor effect Vortex Space Warp The Vortex space warp applies a force to particle systems, spinning them through a whirling vortex, and then moving them down a long, thin spout or vortex well. Vortex is useful for creating black holes, whirlpools, tommadoes, and other funnel-like objects. . Create panel > Bi space Warps) > Forces > Object Type rollout > Vortex button + Default menu: Create menu > SpaceWarps > Forces > Vortex + Altmenu: Objects menu > Forces > Vortex The space warp settings let you control the vortex shape, the well characteristics, and rate and range of particle capture. The shape of the vortex is also affected by particle system settings, such as speed. Particle stream caught in a vortex Procedures To create a Vortex space war 1. Onthe lil Create panel, click EA space Warps). Choose Forces from the list, then on the Object Type rollout, click Vortex. 2. Determine which world axis you want the vortex to spiral around, and then drag in the appropriate viewport to create the space warp. For example, if you want the vortex to spin around the vertical world axis, create the space warp in the Top viewport. You can rotate the warp later to change the vortex direction, and animate the warp orientation, ‘The Vortex warp appears as a curved-arrow icon in the plane you drag in, with a second, perpendicular arrow indicating the axis of rotation as well as the direction of the well. This second axis is called the drop axis. Note: The position of the space warp plays an important role in the results. The vertical position affects the shape of the vortex, and the horizontal position determines its location. If you want the particles to spiral around the particle emitter, place both at the same location. Interface Tine OTTO 2] “Vottexshare Taper Length: [TOTO | Taper Curve: [FT 3] (Capture and Mation- United Renae ‘AsielDron [OT___ 2] Range: [1000 | Fallot: [70000 | Danping. [OU |e, |Dtits!Speed JT | Range: [7000 — | ation. [TOOT 6) Damping [ED 2% Redal Put [05 Range: [1000 Falof: [T0000 Damping [ET 3 x ® cw ¢ cow [ee leo (Display too Size: [STEHT — | Timing group Time On/Time Off The frame numbers at which the space warp becomes active and becomes inactive Vortex Shape group Taper Length Controls the length of the vortex, as well as its shape. Lower settings give you a “tighter” vortex, while higher settings give you a "looser" vortex. Default=100..0. Taper Curve Controls the shape of the vortex. Low values create a vortex with a wide, flared mouth while high values create a vortex with nearly vertical sides. Default=1.0. Range=1.0 to 40. Capture and Motion group This group contains basic settings for Axial Drop, Orbital Speed, and Radial Pull, with Range, Falloff, and Damping modifiers for each. uni red Range When on, Vortex exerts full damping strength over an unlimited range. When off, the Range and Falloff settings take effect. Axial Drop Specifies how quickly particles move in the direction of the drop axis. Range The distance from the center of the Vortex icon, in system units, at which Axial Damping has its full effect. Takes effect only when Unlimited Range is turned off. Falloff Specifies the distance beyond the Axial Range within which Axial Damping is applied Axial Damping is strongest at the Range distance, decreases linearly out to the limit of the Axial Falloff, and has no effect beyond that. Takes effect only when Unlimited Range is tured off. Damping Controls the degree to which particle motion parallel to the drop axis is restrained per frame. Default=5.0. Range=0 to 100. For subtle effects, use values of less than 10%. For more overt effects, try using higher values that increase to 100% over the course of a few frames. Orbital Speed Specifies how quickly the particles rotate Range The distance from the center of the Vortex icon, in system units, at which Orbital Damping has its full effect. Takes effect only when Unlimited Range is tured off. Falloff Specifies the distance beyond the Orbital Range within which Orbital Damping is applied. Orbital Damping is strongest at the Range distance, decreases linearly out to the limit of the Orbital Falloff, and has no effect beyond that. Takes effect only when Unlimited Range is turned off,

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