I have a model of a cylindrical vessel with a worn brick lining. I am going to create an animation showing the wall being sprayed (particle system and blobmesh) and gradually thickening to a smooth repaired surface.
I am throwing ideas around before I start. My first guess is to create a completed panel for the repair in front of the lining and somehow deform this back to virtually nothing, then morph from this initial position to the complete panel as the repair lining thickens.
I can see issues with this as it may be difficult to take the complete panel to virtually nothing. I think I would also have to have a visibility track to make it appear as the initial state needs to show no repair.
I also have to buid up the repair over several passes of the spray.
Does this make sense or is there a more suitable method for creating this animation?
3DS Max Design 2013
Windows 7 (64 Bit)
NVidia Quadro 5000
Xeon X5687 @ 3.6GHz (x4)
One method that may work, if I’m understanding your animation properly, is to use a combination of your particle system, the mesher compound object, though that may be unneccesary if you are using blobmesh, never used it in this sort of setup, and the morpher modifier. You get your original, unrepaired version, then make however many variations you need off of that, being sure to keep the vertex numbers the same. Set up your particle system, and attach your blobmesh or mesher objects. On the wall, put a vol. select or other selection modifier on, and set the mesher as the mesh object to define the selection. Then, above that, put the morpher modifier with the next iteration of the wall. When the spray hits the wall, the areas it hits will morph to the next version of wall. Hope this helps!
Here’s a quick example scene, though it’s quite simple. Note, I used the vol select baker script at http://www.scriptspot.com/3ds-max/scripts/volume-select-vertex-baker to keep the vol select after the particles passed through. There are two boxes with some random topology, the extruded one uses the flat one as a morpher target. Below the morpher modifier though, is a vol select modifier, set up to use the mesh object Mesher001 as it`s selection. When a particle intersects with a vertex on the box, it morphs to the flat version. Then I ran the above script to hold those in place after the fact. Hope this makes it a bit clearer.