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In 3ds Max 2011 Essential Training, author Aaron F. Ross demonstrates how to use this top-tier application for digital content creation, widely used in diverse industries such as architecture, industrial design, motion pictures, games and virtual worlds. This course covers modeling with polygons, curves, and subdivision surfaces, defining surface properties with materials and maps, setting up cameras and lights, animating objects, and final output rendering. Exercise files accompany the course.
We're about ready to add some noise to this in order to randomize the shape a little bit. But in order to do so, we're going to need to clear out the volume selections that we've made. I'm going to select just one part of this and isolate it so that we can investigate more clearly what's going on here. I'm going to right-click and choose Isolate Selection. So we're just only looking at that one cushion. What I've got here is a series of volume selection modifiers. And the first one is set to Selection Method Replace, which means just wipe out whatever selection may have been done below it.
But then the subsequent ones, as you'll see, have the Selection Method set to Add. So what's happening here is I've got several of these Volume Selects, and each one is stacking on top of the other and adding more selections so that by the time we get up to here with the Push, as you'll see when I adjust this Push value, we're getting all of those pushing outward. Okay. So that's just 2.0 cm. At the top of here, I've got another Volume Select, and that's set to Replace, and that's going to wipe out whatever is below it.
That only really properly works in Vertex mode. So I am going to advise you to stay in Vertex mode pretty much always. And then above that I've got a DeleteMesh. So that's just there to erase part of the model that no one will ever see. So that's a current structure of this. Right now, I'm still partially selecting the model because I've got a Volume Select here. I can tell that we're in Subobject mode because we have little dots over here. Those are Vertex icons to indicate that I'm still selecting a Subobject part of the model.
So if I then attempt to put another Modifier on here, it's not going to actually affect the model at all, because I've selected some stuff and then deleted it. But strangely, that selection is still in effect. So if I add another Modifier just by way of example, like a Bend and I adjust the Angle, nothing happens, because the polygons or the vertices here that are bending have already been deleted. So this is a bit strange. What I need to do here in order to make this work is I need to apply a Mesh Select Modifier, just to clear out whatever subobject selection has been made.
So to illustrate this more clearly, I'm going to trash that bend, and I'm going to add a Mesh Select Modifier. You'll notice that the vertices all disappear from the model, because I haven't actually selected anything. Basically, I've added this Mesh Select in order to unselect everything so that now the entire model will be affected by any subsequent modifiers. So I try to add that Bend again. And you'll see, it's working the way I want.
So it's important that you understand that selections in the Modifier stack, either through Volume Select or any other Selection Modifier, are going to be passed all the way up to the stack until we disable that by wiping it out with a Mesh Select and selecting nothing. So I will need to do that on each one of these parts. Add a Mesh Select Modifier to each one in order to clear out that selection. So I'll do that very quickly. I would just go around and go and add a Mesh Select to each one.
That's going to clear out whatever subobject selection in preparation for the next step, which is I'm going to add some noise to randomize the shape.
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