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- OK, here goes.
- Make a 1m by 1m plane, subdived and tripled to about 1000 polys, move it down
- so that the top of the plane is at 0,0,0, and is facing into the +z axis in
- modeler and load into layout as your curtain object.
-
- Using fractal bumps in the displacement menu, give it texture size something
- like .75, .75, .75; center it to y -1;assign an arbitrary velocity for the
- texture (perhaps z -.01)
- Texture size and velocity are 2 of the 3 components of your "wind". The 3rd
- is amplitude. Try an amplitude of .175 to start. Turn on world coordinates.
- Now, here is one of the tricks: you need to set a texture falloff so that the
- wind does not blow the top of the curtain. Set falloff to y 1. This means,
- since we set texture center to Y-1, that it will displace the most at the
- bottom of the curtain, with no displacement at the top of the curtain.
-
- Now do a preview out in layout, you should see somthing that looks like a
- blowing curtain. You will now have to play around with the variables to get
- the exact wind you are looking for. Also, you might want to bone it to get
- more gross action out of the curtain, and by using the new envelope button
- for amplitude, you can have a still curtain get caught by a gust of wind, and
- the neat part is... by having world coordinates on, as you move the curtain
- with a bone back "thru" the "wind", sometimes the displacement make the
- bottom of the curtain flip up, which looks very natural.
- Good Luck.
-
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