8
BlobMesh Compound Object 327
In the 3D industry, the general term for spheres
that operate in this way is
metaballs (page 3–1066)
.
The BlobMesh compound object generates
metaballs based on specified objects in the scene,
and the metabal ls, in turn, form a mesh result
called a
blobmesh
. A blobmesh is ideal for
simulating thick liquids and soft substances that
move and flow when animated.
When you associate an object or particle
system with the BlobMesh comp ound object,
themetaballsareplacedandsizeddifferently
depending on the object used to generate them:
• For geometry and shapes, a metaball is placed
ateachvertex,andthesizeofeachmetaballis
determined by the size of the orig inal BlobMesh
object. Soft selection can be used to vary the
sizes of the metaballs.
• For particles, a metaball is placed at each
particle, and the size of each metaball is
determined by the size of the particle on which
it’s based.
• For helpers, a metaball is placed at the pivot
point, and the size of the metaball is determined
by the original BlobMesh object.
Note: Yo u c a n a p p l y
motion blur (page 3–1069)
to a BlobMesh object to enhance the effects of
motion in renderings. For particle systems other
than Particle Flow, use Image motion blur. For
Particle Flow particle systems and all other types
of objects including geometry, shapes, and helpers,
use Object motion blur.
Procedures
To crea te a blobmes h fr om geometr y or helper s:
1.
Createoneormoregeometryorhelperobjects.
If the scene requires animation, animate the
objects as desired.
2. Click BlobMesh, and click anywhere on the
screen to create the initial metaball.
3. Go to the Modify panel.
4. In the Blob Objects group, click Add. S elect the
objects you wish to use to create metaballs. A
metaball appears at each vertex of each selected
object,oratthecentersofhelperobjects.
5. In the Parameters rollout, set the Size parameter
as necessary to cause the metaballs to connect.
To create a bl obmesh with sof t sel ection on
geome try:
1.
Create a geometry object, and convert it to an
Editable Mesh or Editable Poly.
2. Apply a Mesh Select modifier to the object, and
select some of the vertices on the object.
3. In the Soft Selection rollout, turn on Use Soft
Selection. Set the Falloff value as desired.
4. Apply a Turn to Mesh or Tur n to Poly modifier
to the object.