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- [Instructor] Soft selection is a great tool

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for modeling and it's found in the editable poly

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and editable mesh objects and their associated modifiers.

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But soft selection is generally a destructive process.

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You can't really reverse the operations of soft selection.

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So it's not really well suited to situations

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in which you want to change the level of detail of a model,

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for example.

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For that you need some parametric solution

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and it is possible to use soft selection

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in combination with a selection modifier,

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but that's actually pretty cumbersome

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and gets kind of complicated.

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However there's an easier way,

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which is the effect region modifier.

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I've got a simple plane here

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and I'm going to apply the effect region,

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allowing me to move part of the model around

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and change its shape.

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Then I'll be able to go and change the level

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of detail of the model afterward.

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I'll select that plane.

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Go to the modify panel.

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We see it's a procedural primitive.

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A plane with a certain number of length and width segments.

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Let's apply the effect region modifier.

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And we see a big bubble there.

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Let's zoom out to enclose that geometry.

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Use the Z keyboard shortcut for that.

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We can't really see it

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because it's obscured by the geometry,

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but there's an arrow gizmo inside the model.

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So let's go into wire frame mode with F3.

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We can orbit around with alt and middle mouse.

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So this arrow here is the gizmo

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for the effect region modifier

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and we've got points on either end.

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This point down here is the original point

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on the surface of the model.

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We've got a point up here,

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which is the new location of that surface.

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We can change the fall off amount here.

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Reduce that and get a sharper transition there.

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Just like with soft selection,

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we have pinch and bubble parameters.

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I'll set them both back to zero.

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To change the shape,

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we can go into the points sub-object mode.

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Open up the sub-objects,

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choose points, and then we can click on one

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or both of these points and move them around.

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Generally, we want to leave this point at the bottom here,

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somewhere on the original surface.

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But this top point we can move around to change that shape.

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If we move this point here,

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we probably want to move it only

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in the X and Y axes in this case.

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We can change its position and change the position

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of the other point as well.

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But if we move this off of the original surface,

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then that's going to diminish the effect.

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So I don't want to do that.

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I'll undo that with Control + Z.

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We can layer this deformation by adding

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as many effect region modifiers as we need.

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I'll exit out of subject mode and add another effect region.

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Once again, open it up,

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go into points, sub-object mode,

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and we can select both of the points

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and move them both in X and Y.

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Position that over here maybe.

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Then select the top point and move it down or move it over.

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As we orbit around,

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we see that those two effect region modifiers

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are adding their cumulative.

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Okay, I'll exit out of sub-object mode once again

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and go down to the level of the primitive object,

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which is the plane.

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Select plane in the stack and we can increase

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or decrease the level of detail.

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Bring the length segments up to 50, press tab,

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set the width segments to 50 as well and press enter.

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We've just non-destructively increased the level

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of detail without changing the overall shape of the model.

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That's how to use the effect region modifier

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for non-destructive soft transformations.

