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Chapter 42: Using Space Warps
Cross-Ref
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.” n
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 DVD.
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
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