Final Result
Step 1
Create a new scene, and go to “Create > Polygon Primitives > Plane”.
Step 2
Create a square plane.
Step 3
Go to the Attributes Editor of the plane, name it, and change the “Subdivisions Width” to ’50′, and the “Subdivisions Height” to ’50′
Step 4
Go to “Create > Polygon Primitives > Sphere”.
Step 5
Create a sphere and position it very high above the plane.
Step 6
Go to “Window > Rendering Editors > Hypershade”.
Step 7
Make sure you have “Create mental ray Nodes” active, and create a new “mia_material_x”.
Step 8
Go to the Attributes Editor of the material, name it, and change the following options:
Diffuse: Color = Green; Weight = 0.100
Reflection: Color = Green; Reflectivity = 1.000; Glossiness = 0.500; Glossy Samples = 30; Metal Material = Active
Step 9
Apply the material to the ball.
Step 10
Go to “Window > Rendering Editors > Hypershade”.
Step 11
With “Create mental ray Nodes” active, create a new “mia_material_x”.
Step 12
Go to the Attributes Editor of the material, name it, and decrease the “Reflectivity” value to ’0′.
Step 13
Hit the checkerboard button to the right of the “Diffuse” Color value. This will open the file browser window where you can select the image that you want to use to texture the plane.
Step 14
Apply the material to the plane.
Step 15
Select the plane, and in the “Polygons” menu, go to “Create UV´s > Planar Mapping”.
Step 16
Select the plane again, and in the “nDynamics” menu, go to “nMesh > Create nCloth”.
Step 17
Select one vertex from each corner of the plane.
Step 18
With the vertexes still selected, go to the “nDynamics” menu, and choose “nConstraint > Transform”.
Step 19
Select the ball, and in the “nDynamics” menu, go to “nMesh > Create Passive Collider”.
Step 20
With the ball still selected, go to “Fields > Gravity”.
Step 21
Increase the number of frames of the animation.
Step 22
Position your camera.
Step 23
Play the animation.
Step 24
The plane should just stretch instead of tearing.
To Continue With Tutorials
Step 1
Create a new scene, and go to “Create > Polygon Primitives > Plane”.
Step 2
Create a square plane.
Step 3
Go to the Attributes Editor of the plane, name it, and change the “Subdivisions Width” to ’50′, and the “Subdivisions Height” to ’50′
Step 4
Go to “Create > Polygon Primitives > Sphere”.
Step 5
Create a sphere and position it very high above the plane.
Step 6
Go to “Window > Rendering Editors > Hypershade”.
Step 7
Make sure you have “Create mental ray Nodes” active, and create a new “mia_material_x”.
Step 8
Go to the Attributes Editor of the material, name it, and change the following options:
Diffuse: Color = Green; Weight = 0.100
Reflection: Color = Green; Reflectivity = 1.000; Glossiness = 0.500; Glossy Samples = 30; Metal Material = Active
Step 9
Apply the material to the ball.
Step 10
Go to “Window > Rendering Editors > Hypershade”.
Step 11
With “Create mental ray Nodes” active, create a new “mia_material_x”.
Step 12
Go to the Attributes Editor of the material, name it, and decrease the “Reflectivity” value to ’0′.
Step 13
Hit the checkerboard button to the right of the “Diffuse” Color value. This will open the file browser window where you can select the image that you want to use to texture the plane.
Step 14
Apply the material to the plane.
Step 15
Select the plane, and in the “Polygons” menu, go to “Create UV´s > Planar Mapping”.
Step 16
Select the plane again, and in the “nDynamics” menu, go to “nMesh > Create nCloth”.
Step 17
Select one vertex from each corner of the plane.
Step 18
With the vertexes still selected, go to the “nDynamics” menu, and choose “nConstraint > Transform”.
Step 19
Select the ball, and in the “nDynamics” menu, go to “nMesh > Create Passive Collider”.
Step 20
With the ball still selected, go to “Fields > Gravity”.
Step 21
Increase the number of frames of the animation.
Step 22
Position your camera.
Step 23
Play the animation.
Step 24
The plane should just stretch instead of tearing.
To Continue With Tutorials
GoTo: http://www.preciux.com/showthread.php?t=167
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