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Mastering
3D Studio MAX R3 |
Using Dynamics
Properties
Dynamics is a utility in MAX that detects and emulates real-world collisions.
The Dynamics Properties rollout (in the Raytrace material; see Figure
9.9 and Table 9.4) allows you to determine the bounce and friction coefficients
of an object based on its material assignment. The Dynamics Utility uses
the values that you set in order to calculate collisions. It can also
override these settings with new ones that you set in the Utility. So
why have them in the Material Editor at all?
Because the Dynamics Properties rollout appears at the top level of Standard
and Raytrace materials, you can set the dynamics properties of objects
at the sub-object level using Standard and Raytrace materials as part
of a Multi/Sub-Object material tree. This is something you cannot do from
within the Dynamics Utility, so this rollout provides a level of refinement
in which different parts of an object have different levels of elasticity
and friction.
FIGURE
9.9 The Dynamics Properties rollout
Table 9.4: DYNAMICS PROPERTIES
Property
| Function
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Bounce Coefficient
| Sets the bounce coefficient of an object
from 0 (no bounce) to 1 (super ball or steel ball)
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Static Friction
| Sets the amount of resistance for objects
at rest from 0 (begins moving easily) to 1 (pretty well glued down)
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Sliding Friction
| Sets the amount of resistance for moving
objects from 0 (continues to slide easily) to 1 (very hard to keep
moving)
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Creating Matte/Shadow Materials
The Matte/Shadow material turns an object to which it is applied into
a matte object. A matte object is an invisible object that obscures scene
geometry but reveals the environment map behind. By casting and receiving
shadows, matte objects can simulate the presence of shadows in a background,
furthering the illusion that scene geometry is embedded within it. Matte/Shadow
materials provide settings for rendering alpha channels, atmospherics,
shadows and reflections (see Figure 9.10 and Table 9.5).
FIGURE
9.10 The Basic Parameters rollout for Matte/Shadow
materials
Table 9.5: MATTE/SHADOW BASIC
PARAMETERS
Parameter
| Function
|
Opaque Alpha
| Determines whether a matte object will
create an image in the alpha channel
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Apply Atmosphere
| Allows atmospherics to obscure matte objects
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At Background Depth
| Renders atmospheric effects before rendering
shadows, so that shadows are unaffected by atmospheric variations
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At Object Depth
| Renders atmospheric effects after rendering
shadows, so that shadows are affected by atmospheric variations
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Receive Shadows
| Allows matte objects to be shadowed by
other objects
|
Shadow Brightness
| Lightens the intensity of the shadow on
the surface of the matte object by determining how much of the background
shows through
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(Shadow) Color
| Determines the color of shadows that fall
on the matte object
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Affect Alpha
| Determines whether shadows that fall on
the matte will create an image in the alpha channel
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Reflection Amount
| Specifies the strength with which a reflection
map appears on the surface of a matte object
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Reflection Map
| Allows you to place a map on the surface
of a matte object
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Creating Shadows on a Background Using a Matte Object
Lets use a matte object to create shadows on a background:
- 1. Create a camera and turn on the Horizon.
- 2. Assign an environment map to the background (see
Figure 9.11).
FIGURE
9.11 The teapots shadow was created
using a Matte/Shadow material, Chromblu.jpg, that comes
with MAX in the Maps\ref_maps folder.
- 3. Use the Views menu to display the environment
map in the background of the camera view.
- 4. Align the horizon of the camera to the horizon
of the background image.
- 5. Create a plane in the camera view that matches
the ground in the background image.
- 6. Create an object on the plane.
- 7. Create a directional light and point it in the
same direction as the light in the background image.
- 8. Turn on the lights shadow and widen the
falloff so that the object casts a shadow.
- 9. Refine the alignment of the light so that the
objects shadow matches the background shadows.
- 10. In the Material Editor, create a Matte/Shadow
material by clicking the Type button and selecting Matte/Shadow from
the list of materials.
- 11. In the Matte/Shadow Basic Parameters rollout,
uncheck Opaque Alpha. Then check Receive Shadows and Affect Alpha. Set
Shadow Brightness to 0.1.
- 12. Assign the material to the plane object.
- 13. Render the scene.
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| TIP To see if
the matte shadow has been rendered to the alpha channel, click Display
Alpha Channel in the Virtual Frame Buffer (see Figure 9.12).
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FIGURE
9.12 Rendering a shadow to the alpha channel
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| TIP To reflect
the environment in a matte object, use a Reflect/Refract map or a
Flat Mirror map for the reflection map.
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Building Compound Materials
Compound materials, like compound objects, combine two or more materials
into one. You have already seen how this works with Multi/Sub-Object materials.
Of the five other types of compound materials, only Morpher materials
have the potential complexity of numerous material combinations. The other
four materials, Double Sided, Top/Bottom, Composite, and Shellac, combine
only two materials to obtain the final compound.
Creating
a Double Sided Material
All faces have two sides: a front side, which is the side that the surface
normal is on, and a back side, which is on the inside, or back, of an
object. By default, only the front side of a face is rendered. This saves
rendering time while giving the outside of the object its visible form.
To see the inside of an object, or check for flipped faces, you need to
be able to render both sides.
There are a few different ways to render the front and back faces of
an object. The simplest way is to check Force 2-Sided option of the Render
Scene rollout. This causes the scanline renderer to apply the same color
to the front and back faces of all objects in the scene. Checking 2-Sided
in the Shader rollout of an objects material does the same thing,
without the overhead of rendering both sides of every object.
Double Sided materials open up the possibility of using different materials
on each side of an object. These materials can have their own material
tree of any size, and they can be blended together as if you are seeing
through a translucent wall from one side to the other. In the example
in Figure 9.13, the front material uses a tiled and mirrored map of the
sky. The back material uses a Noise map.
FIGURE
9.13 A teapot mapped with a Double Sided material
© 2000, Frol (selection,
edition, publication)
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