|
MATERIAL
EFFECTORS IN ANIMATION:MASTER '99
by
Jeff
Paries
A
popular and often seen effect in television and movies is that
of a spaceship or some other object being hit by weapons fire,
then a hole appearing and burning an opening into the object.
An effect such as this is easily created in Animation:Master
'99 using material effectors. A material effector works by using
a material that has been applied to an effector shape. Normally,
a material effector is not visible when rendered. However, whenever
the effector intersects another object, the effectors material
appears on the surface of the object being intersected.
The following tutorial
describes how to disintegrate a simple sphere object with a
material effector.
THE MATERIAL
The material for
the burn effector is the most important part of this effect.
This is the material that will make the object look as though
it is burning. For clarity, the actual default names of the
material nodes are used (Gradient, Gradient2, etc....).
From Tools/Options,
select Centimeters on the Units tab.
Begin by creating
a new material in Animation:Master, then right click the Attribute
node and select Change Type To > Combiner > Gradient.
Right click the
Attribute node in the Gradient material and select Change Type
To > Combiner > Gradient.
Right click the
Gradient node and select Add Turbulence > Fractal Sum.
Right click the
Gradient2 node and select Add Turbulence > Fractal Sum.
The basic structure
for the material is now in place.
Select the Gradient
node by clicking on it, and on the General tab of the Properties
Panel, change the X Start Pos to 2.5. Enter 0 into all of the
other fields on this panel.
Select the Gradient2
node by clicking on it, and on the General tab of the Properties
Panel, change the X Start Pos to 5, and the X End Pos to 2.5.
Select the Attribute
node by clicking on it. On the Color tab of the Properties Panel,
change the Diffuse color to 255, 128, 0. Enter 100 into the
Ambiance field. On the Raytrace tab, enter 100 into the Transparency
field. Click in the "Override Base Attribute" and
"Glowing" boxes.
Select the Attribute3
node by clicking on it. On the Color tab of the Properties Panel,
change the Diffuse color to 255, 128, 0. Enter 100 into the
Ambiance field. On the Raytrace tab, click in the "Override
Base Attribute" and "Glowing" boxes.
Select the Fractal
Sum node by clicking on it. Enter 1000 into the X, Y, Z Scale
fields, and 1000 into the Amplitude field. Select the Fractal
Sum tab of the Properties Panel, and enter 4 into the Octaves
field.
In the material,
Attribute2 is left as is. This causes this attributes settings
to "drop through" and be pulled from the base attribute
settings on the model. This has the effect of causing any part
of a model that is intersected by this attribute on the material
effector to retain it's normal surface (causing no change).
Select the Fractal
Sum2 node by clicking on it. Enter 1000 into the X, Y, Z Scale
fields, and 1000 into the Amplitude field. Select the Fractal
Sum tab of the Properties Panel, and enter 4 into the Octaves
field.
Figure1 shows the
final material hierarchy upon completion. Name the material
Burn and save the project.

Figure 1
THE MATERIAL
EFFECT
Right click the
Objects folder in the Project Workspace and select New >
Material Effect.
Drag the Burn material
from the Materials folder onto the newly created Material Effect
object.
On the General
tab of the Properties Panel, place a check in the Global Axis
checkbox.
Enter 100 into
the Y Aim field, and 0 into the X and Z Aim fields.
THE OBJECT
It's best to start
with a simple model, until you have more of an understanding
of what the effector does when used in a choreography.
Either take a moment
to build a sphere, or load one from the primitives folder on
the A:M99 CD.
If you so desire,
any material or image maps can be applied to this model.
THE SCENE
Place the sphere
object in your scene, and light it to your preference. For this
example, two low intensity Sun type lights were used for the
back lighting, and a single Klieg light was used as the key.
Drag and drop the
Material Effector in the scene, and position it so that it partially
intersects the sphere object, as shown in figure 2.

Figure 2
On frame 0, select
the Shortcut to Material Effector, and enter 80 into the Distance
to Falloff and 40 into the Fall-Off Softness field on the Sphere
tab of the properties Panel.
On frame 120, enter
500 in the Distance to Falloff field.
Enter 0 into the
Current Frame field on the Frame toolbar. Increase the intensity
of the glow used in this example by clicking the "Choreography1"
item in the Choreographies folder and entering 15 into the Glow
Radius field, and 750 into the Glow Intensity field.
All that's left
now is to render the sequence. Figure 3 shows a rendering frame
60.

Figure 3
This is a great
looking effect that's easy and fast. It can be used for anything
from "burning" holes in objects to an interesting
cloaking effect. Experiment with it and see what kind of interesting
effects you can create.

Click image to see mpeg movie of effect in action
Until next time.....
Jeff
Paries
is employed at Hash and is author of The Animation:Master Handbook.

The
Animation:Master Handbook
by Jeff Paries
|