Graphics Reference
In-Depth Information
Vertex Map This falloff fades based on the selected vertex map. Vertex maps are covered in another
chapter, but suffice it to say that any individual vertex on the mesh can be given a percentage value, and
this falloff uses those values.
Path This is one of the more finicky and esoteric falloffs. The idea is that a curve is plotted and a distance
is set. The point where the curve intersects your surface will receive 100% of the transformations applied,
and then at the extent of the distance set (controlled by the numeric field labeled Size), the falloff will
equal 0%. This falloff works best if you set your Action Center to Origin, enable the transform tool of
choice first, and then choose the falloff. After a curve is plotted, you will be able to use your transform
tool(s) to add additional points to the curve and adjust the size while the tool is live. This falloff can be
used to create nice, clean shapes on your surfaces, and it works quite well with the Move tool.
Lasso This falloff is quite simple and powerful. The setup is much like making a selection in Photoshop.
You can choose from lasso (free-form), rectangle, circle, or ellipse shapes. Right-click and drag to define
your area, set your soft border size if desired, activate your transform tool, and you will see the shape
appear in the transformation.
Image This falloff requires that an image file be loaded into the image palette. After the image is loaded,
click on the screen, and the image will fill the view. You can move the image position by using the center
circle, scale it with the box on the left, and rotate it with the circle on top. After the image is in place, the
brightness values will provide the falloff information. Brighter areas will have a high effect on the mesh,
and darker areas will have little effect on it. You can choose a UV map for placement (if one is defined)
instead of the viewport placement by clicking the Use Selected UV Map check box.
Selection Given a selected set of vertices, edges, or polygons, this falloff creates a border. The outer edge
receives 0% and then fades in to 100% based on the number of steps that are set.
The Shape preset identifies the slope of the falloff. Linear creates a transition directly from 0% to 100%
values. Ease-In weights the curve on the 100% side and scoops toward 0%. Ease-Out does the opposite and
inverts the curve. Smooth creates an S-curve type of transition. The Custom setting enables you to set your
own input and output values to precisely define the falloff shape.
Using falloffs will turbocharge your modeling workflow. Because most of these are easier to
understand by seeing them in action, the enclosed DVD contains video demonstrations of each
falloff type.
Practice: Modeling a Water Bottle
Now you will use the action centers and falloffs to create a simple bottle. This will be the start of a complete
scene designed as a walk-through of a simple and introductory version of the entire 3D creative. This exer-
cise will allow you to move on to more-complex scenes in future sections.
You will start by creating a cylinder. Begin with something roughly the size of a water bottle, so under
Radius set the x and z values both to 35 mm and the y value to 100 mm. Additionally, this object should
sit on top of the grid, so set the y position to 100 mm. Remember that a cylinder deals entirely with radius
values, so setting that value to the same value as the y size will rest the cylinder precisely on top of the grid.
For the Sides and Segments values, set both to 24. This will give you a good starting point for the geometry.
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