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934 Part IX Dynamics

Figure 38-19: The Modifier-Based Space Warps:

Bend, Noise, Skew, Taper, Twist, and Stretch

Combining Particle Systems with Space Warps

To conclude this chapter, let’s 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, we 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 38 directory on the CD-ROM.

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.

Chapter 38 Using Space Warps 935

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 PDynaFlect menu command. Drag this Space Warp in the Top view, and make it wide enough to be completely under the mirror object. Rotate the PDynaFlect Space Warp so that a single large arrow is pointing up at the mirror. Position it so that it lies in the same plane as the plane object that makes up the floor. In the Modify panel, set the Reflects value to 100 percent and the Bounce value to 0. Bind this Space Warp to the PArray as well; this keeps the pieces from falling through the floor.

Figure 38-20 shows the mirror immediately after being struck by a ball.

Figure 38-20: A shattering mirror

936 Part IX Dynamics

Tutorial: Exploding a planet

Combining a PBomb with a PArray and a Ringwave object for a shockwave can create an attention-getting explosion. The file actually includes two Geospheres, one for the planet and the other to be used for an exploding layer of dust.

To explode a planet, follow these steps:

1.Open the Exploding Planet.max file from the Chap 38 directory on the CD-ROM. This file includes a couple of Geosphere objects and a Ringwave object.

2.Select Particle Systems from the subcategory drop-down list, and click the PArray button. Create a PArray object in the Front viewport. Then click the Pick Object button, and select the first Geosphere. In the Viewport Display section, select the Mesh particles option. In the Particle Generation rollout, set the Speed to 10 and the Variation to 100. Then set the Emit Start to 30 and the Display Until and Life values to 100. In the Particle Type rollout, select Object Fragments, and set the Thickness to 100 and the number of Chunks to 20. In the Material Mapping and Source section, select the Picked Emitter option, and set values of 1, 2, and 3 for the Outside ID, the Edge ID, and the Backside ID. In the Rotation and Collision rollout, set the Spin Time to 50 with a Variation of 100.

3.Drag again in the Front viewport to create a second PArray. Under the Basic Parameters rollout, click the Pick Object button and select the second Geosphere. In the Particle Generation rollout, set the Speed to 10 and the Variation to 100. Then set the Emit Start value to 25 and the Life value to 30. In the Particle Type rollout, select Object Fragments, set the Thickness to 1, and select the All Faces option. In the Material Mapping and Source section, select the Icon option. In the Rotation and Collision rollout, set the Spin Time to 20.

This PArray is used to create the initial dust cloud.

4.Select the Space Warps category button, and choose Forces from the subcategory drop-down list. Click the PBomb button, and create two PBomb objects; then click the Bind to Space Warp button on the main toolbar, and drag from the first PBomb to the first PArray and from the second PBomb to the second PArray. Open the Modify panel, and select each PBomb in turn, setting the Start Time for the first PBomb to 30 and the second to 25. Position both PBomb icons so they are within the Geospheres.

Tip

Make the two PBomb icons different sizes so they are easier to select.

Figure 38-21 shows the resulting planet as the explosion first starts.

Chapter 38 Using Space Warps 937

Figure 38-21: Exploding a planet with a PBomb and a Ringwave

Tutorial: Making water flow down a trough

That should be enough destruction for a while. In this final example, we’ll make some water particles flow down a trough. This is accomplished using the Path Follow Space Warp.

To make water flow down a trough, follow these steps:

1.Open the Water flowing down a trough.max file from the Chap 38 directory on the CD-ROM.

This file includes a simple trough made from primitives and a spline path that the water will follow.

2.Select Particle Systems from the subcategory drop-down list, and click the Super Spray button. Create a Super Spray object in the Front viewport. In the Viewport Display section, select the Ticks particles option. In the Particle Generation rollout, set the Speed to 10 and the Variation to 100. Then set the Emit Start to 0 and the Display Until and Life values to 100. In the Particle Type rollout, select MetaParticles and enable the Automatic Coarseness option.

3.Select the Space Warps category button, and choose Forces from the subcategory drop-down list. Click the Path Follow button, and create a Path Follow objects; then click the Bind to Space Warp button on the main toolbar, and drag from the Path Follow icon to the first Super Spray icon. Open the Modify panel, select the Path Follow icon, click the Pick Shape Object button, and select the path in the viewports. Set the Start Frame to 0 and the Travel Time to 100.

Figure 38-22 shows the rendered result.