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Scene Explorer can also dock the dialog box and each workspace contains a default, docked Scene
Explorer called the workspace Scene Explorer, as shown in Figure 1.2.
Icon Functions
Enables Scene Explorer to Sort By Layer, offering drag-and-drop function for modifying layers.
Enables Scene Explorer to Sort By Hierarchy, offering drag-and-drop function for modifying
hierarchies.
Scene Explorer Menus: The main Scene Explorer menus (Refer to Figure 1.7) are active on the
dialog box menu bar. Also several context menus can be initiated once a user right-clicks on the
various user-interface elements available on the dialog box.
Figure 1.7: Toggle display toolbar Figure 1.8: Advanced Search dialog box
Manage Scene Explorer: The Scene Explorer or Container Explorer dialog box, when opened,
stays active for later usage even if it is closed. The Manage Scene Explorer dialog box can be used
to save, load, and open custom Scene Explorers, rename and delete current instances, and fix the
favorite Scene Explorer configuration as the default.
Advanced Search Dialog Box: The Advanced Search dialog box in Scene Explorer, as shown in
Figure 1.8, allows you to emphasize on objects in the Scene Explorer list by applying a combination
of search phrases to specify Boolean searches. For instance, one can use Advanced Search to
choose only the concealed non-geometry objects of an explicit color where the name begins with the
letter ‘F’.
Advanced Filter Dialog Box: The Advanced Filter dialog box, as shown in Figure 1.9, allows
restricting object display in Scene Explorer depending on combinations of filter conditions (filter
phrases). This means, you can apply it to hide all objects that don't satisfy the filter criteria. For
instance, one can use Advanced Filter to display only the concealed non-geometry objects of an
explicit color where the name begins with the letter ’F’.
Figure 2.1: Pivot point fixes hand to the center of the clock face
You are able to show and fine-tune the location and orientation of an object's pivot point instantly by
applying the Pivot functions in the Hierarchy command panel, as shown in Figure 1.36. Fine-tuning an
object's pivot does not affect any children linked to that object.
Modifiers
Modifiers are available to deform an object’s surface, apply material mappings, reshape objects, and
execute various different actions. Various types of modifiers are available. This chapter introduces the
theory of modifiers and defines the fundamentals of using modifiers.
Bend Modifier: Allows modifying the present selection up to 360 degrees around a single axis.
Noise Modifier: Regulates the location of an object's vertices through any set of three axes.
Skew Modifier: Creates a standard offset in an object's geometry.
Taper Modifier: Creates a gradually decreasing contour by increasing both ends of an object's
geometry.
Twist Modifier: Creates a twirling effect in an object's geometry.
Flex Modifier: Reproduces conditions of soft-body dynamics by applying virtual springs between an
object's vertices.
Let’s learn about each of these in detail.
Noise Modifier
The Noise Modifier enables you to simulate required variations in the shape of an object. For example,
you can use fractal settings to apply rippling patterns to show a flag in a wind. You can even create a
mountainous terrain from flat geometry.
Noise Modifier can be applied to any kind of object. However, the effects can be observed on objects with
a large number of faces.
Most Noise parameters include an animation controller. Phase consists of a default set of keys.
You can select the Noise Modifier using one of the following methods:
Standard Menu Make a selection Modifiers menu Parametric Deformers Noise
Modify panel Make a selection Modifier List Object-Space Modifiers Noise
The Noise gizmo alters the shape to aid in visualizing the effects of changing parameter settings, as shown
in Figures 2.3 to figure 2.6.
Seed: Creates a generic starting reference from the number that you fix. This is specifically helpful in
creating terrain, since each setting can result in a different configuration.
Scale: Fixes the size of the noise effect (not strength). Use larger values if you want smoother noise
as lower values give more jagged noise. By default, it is set to100.
Fractal: Results in a fractal effect based on current settings. By default it is turned off. When turned
on, it provides the following options:
Roughness: Selects the degree of fractal discrepancy. The lower values are not as rough as
higher values. It can range from 0 to 1.0. By default it is set to 0.
Iterations: Regulates octaves or iterations utilized by the fractal function. Smaller number of
iterations does not utilize more fractal energy and produce a smoother effect. An iteration of 1.0
is equal to switching off Fractal. It can range from 1.0 to 10.0. By default, it is set to 6.0.
Strength Group
This regulates the extent of the noise effect. Only if some strength is applied will there be a noise effect.
You can set the energy of the noise effect along the three axes. One can specify a value for a minimum
of one of these axes to produce a noise effect. The energy is set to 0.0.0.0.0.0 by default.
Animation Group
This group regulates the shape of the noise effect by covering a sine wave for the noise pattern to move
forward. This results in the noise being within limits, dulling out unpredictable extremes.
Animate Noise: This controls the joint result of Strength and Noise parameters. Following parameters
fine-tune the underlying wave. When Animate Noise is turned on, these parameters affect the overall
noise effect. However, Noise and Strength parameters can be animated individually; and do not need
Animate Noise to be turned on while playback or animation.
Frequency: Fixes the sine wave intervals. It also controls the promptness of the noise effect.
Advanced frequencies enable the noise vibrate quicker. Lower frequencies generate a gentle smooth
noise.
Phase: Changes the start and end points of the original wave. Animation keys are fixed by default at
either end of the active frame range. The effect of Phase can be better visible by changing these
positions in Track View. Choose Animate Noise to activate animation playback.
Dimensions Group
This fine tunes the unit measurements of the source volume and allows you to enter the amount of control
points available in the lattice. You may observe that the point dimensions get displayed next to the name
of the modifier available in the stack list.
Set Number of Points -This shows a dialog box that has three spinners labeled Length, Width, and
Height and OK/Cancel buttons. You can indicate the number of control points that you desire in the
lattice, and then click OK to confirm it.
Lattice dimensions -The script displays the present number of control points in the lattice, such as
3x4x4.
Ensure that you make alterations to the lattice dimensions prior to altering the locations of the lattice control
points. When you alter the number of control points with this dialog box, any alterations that made to the
control points are unavailable. This dialog box can be changed if required.
Display Group
This influences the exhibition of FFD in viewports.
Lattice - Draws lines joining the control points to create a grid and when these additional lines are
visible, they aid in visualizing the lattice.
Source Volume - Exhibits the lattice and control points in their original state. This is a crucial exhibit
at a time when you are fine tuning the source volume to influence specific vertices that exist within or
outside it.
One can briefly turn off the modifier by selecting the turn off the light bulb icon available in the
modifier stack display to identify the points that lie in the source volume, and hence will be
deformed.
Deform Group
This offers controls that indicate the vertices that are influenced by the FFD.
Only In Volume – By default this option is selected. It only deforms the vertices that lie inside the
source volume and not the ones outside it.
All Vertices - Changes the form of all vertices irrespective of their location based on the value in the
Falloff spinner. The change in form outside the volume is an ongoing estimation of the change in form
inside the volume. However, it needs to be remembered that degree of deformation depends on the
distance of points from the source lattice. The points far away from the source lattice experience
extreme deformation.
Falloff–This is activated only when All Vertices is selected. It fixes the distance from the lattice
that the FFD result will change to zero.
When fixed at 0, fallof is not available and it is equal to being turned off. All vertices are influenced
irrespective of their distance from the lattice.
The Falloff parameter units are indicated in comparison to the dimension of the lattice. A falloff of
1 creates an effect of 0 for points in the lattice length/height/width far off from the lattice (based on
which side they exist).
Tension/Continuity – This alters the tension and continuity of the deformation of splines. Although
the splines in an FFD are invisible, the lattice and control points indicate the structure that controls the
splines. Any alterations made to the control points bring about a change in the splines, which move
through each of the points. This change in the splines brings about the deformation in the geometry
of the object. Changing the tension and continuity of the splines results in changing their effect on the
object.
Selection Group
You can use the options present in this group choose the control points.
All X, All Y, All Z – Using one of these buttons, you can select the control points on the indicated local
dimension when you choose a control point. If you need to select all control points in two dimensions, you
need to turn on two buttons.
Figure 4.2: Example of a camera in a scene Figure 4.3: Result after rendering through
the camera
After creating a camera, the viewports can be changed to modify point of view of the camera. Once a
camera viewport is active, the navigation buttons are converted to camera navigation buttons. The Modify
panel in conjunction with a camera viewport can now be used to change the camera's settings.
While utilizing the navigation controls for a camera viewport, the Truck, Pan, and Orbit movement can be
constrained to be vertical or horizontal only by using the Shift key.
Figure 4.4 displays a camera viewport which can be adjusted as though one is seeing through its lens.
Camera viewports can also be used for altering geometry and creating a scene for rendering. As a result,
multiple cameras are capable of providing different views of the same scene.
Figure 4.6: Free camera has no target; Target camera has a sub-object target
Panning
Perform the following steps to animate the pan of a camera:
1. Select the camera.
2. Activate the Camera viewport.
3. Turn Auto Key on, and move the time slider to whichever frame.
4. As displayed in figure 4.8), enable Pan in the viewport navigation tools, then move the mouse to pan
the camera.
Figure 5.1: Sphere viewport icon Figure 5.2: Effect of exploding the Sphere
You can select the Bomb Space Warp using one of the following methods:
Create panel Space Warps Geometric/Deformable Object Type menu Bomb
Standard menu: Create menu SpaceWarps Geometric/Deformable Bomb.
Figure 5.4: Create Panel button Figure 5.5: Space Warps button
2. Create mesh objects to be exploded.
3. On the main toolbar, click Bind To Space Warp as shown in Figure 5.6.
Detonation – Defines the frame where the bomb detonates. Bound objects remain untouched prior to
this instance.
Seed - Modifies numbers generated randomly in the bomb. One can get a different bomb effect by
altering Seed while keeping constant the other settings.
Even if you are able to animate strength and gravity, the equations applied for projectile motion take for
granted that they are constant. Thus, motion will not be correct physically, but it may be visibly
interesting. However, if the bomb object is moving when the blast occurs, the result is not physically
correct.
Wave Modifier
Wave applies a standard gizmo and center, which you can change to multiply the possible wave effects
as shown in Figure 5.8
The Wave space warp has resembling characteristics, and is helpful in applying effects a huge set of
objects.
Wave Length – States the distance in present units amongst the crests of both waves.
Phase – Moves the wave pattern over the object. Positive numbers and negative numbers move the
pattern in opposite directions. This effect is specifically visible when animated.
Decay – Restricts the effect of the wave generated from its beginning as shown in Figures 5.12 and
5.13. A decay value reduces the amplitude at increasing distance from the center. The wave gets
intense at the center and then flattens until it vanishes as this value increases.
Figure 5.12: Decay value set to 0 Figure 5.13: Decay value set to 0.1
Figure 6.3: Model rendered with a single skylight, and light tracing
If the scene is rendered with the default scanline renderer, Skylight with advanced lighting of either
the Light Tracer or radiosity gives best results. Refer to Figure 6.3.
On the other hand, if the scene is rendered with the mental ray renderer, objects illumined by a Skylight
are displayed dark unless one turns on Final Gathering. The Final Gathering can be toggled on or off from
the Final Gathering (FG) menu of the Render Setup dialog box.
Using a Map with the Skylight
While using Skylight with a map, its effect can be enhanced by using the following guidelines:
Ensure that the mapping coordinates are either spherical or cylindrical.
Use sufficient samples for light tracing. Ideally, at least 1,000 samples must be used by setting the
Initial Sample Spacing to 4x4 or 8x8, and then setting the value of Filter Size to2.0.
Before using the map, always use an image-processing application to blur it. A blurred map uses fewer
samples but provides good results. Moreover, when utilized with Skylight, a blurry renders it just well.
Skylight and Radiosity in Architectural Design
Radiosity will be processed correctly only when the Skylight in the scene is accompanied by walls with
closed corners and floors and ceilings with thickness under and over the walls. In other words, the 3D
model needs to be built just like any real-world structure.
In the absence of closed corners and appropriate wall thickness, the added Skylight will result in ‘light
leaks’, when radiosity is processed.
To prevent ‘light leaks’, you can use the following ways:
Ensure floors and ceilings have thickness. Adjust them by extruding the surfaces at a sub-object level
or by utilizing modifiers such as Extrude or Shell.
Create walls using the Wall command to ensure corners are constructed of solid objects instead of a
single, thin edge.
Ensure that floor objects extend under walls and ceilings extend over walls.
Using Render Elements with a Skylight
To output the lighting element of a skylight in a scene if Render Elements are used, where either light
tracer or radiosity is applied, the indirect, direct, and shadow channels of the light get attached. This results
in all the three elements of the skylight lighting being output to the Indirect Light channel.
To create a Skylight, perform the following steps:
1. On the Create panel, select Lights.
2. Select Standard from the drop-down list.
3. On the Object Type menu, select Skylight.
4. Select a viewport. The scene includes some light.
5. Set the creation parameters.
Skylight Parameters
However, when the multiplier is used to increase intensity, it can cause colors to appear ‘burned out.’
On the other hand, it can also generate colors that are not used in videos. Hence, ideally, Multiplier
must be fixed to its default of 1.0 except for when special effects are required in special cases.
Sky Color Group
The sky color group has the following parameters:
Use Scene Environment –when checked, the light is colored using the environment set up available
on the Environment panel.
Sky Color–enables you to select a tint for your skylight from a color swatch display and a Color
Selector. Refer to Figures 6.5 and 6.6.
Map Controls– Once checked, it assigns a map and indicates that map is activated, while the spinner
fixes the percentage of the map to be utilized (If the value is less than 100%, map colors are mixed
with the Sky Color).
Figure 6.5: rendered with a Figure 6.6: Skylight color and levels
plain white skylight from an HDR image
Render Group
The render group offers the following parameters to be set:
Cast Shadows–when checked, causes the skylight to cast shadows. However, by default, it is off.
Rays per Sample–specifies the number of rays that are used to compute skylight which falls on a
specific point in the scene. In case of an animation, a high value will eliminate flickering of light. Ideally,
value of 30, approximately, should eliminate flickering. Refer to Figure 6.12.