Identifying the Basic Building Blocks
On the Create panel, the
categories for Geometry and Shapes supply the "building blocks" to combine and
modify into more sophisticated objects. These parametric
objects are ready to use. By adjusting values and turning some buttons on or
off, you can create dozens of "new" building blocks from the ones listed here.
You can choose these
types from the sub-categories list on the Create panel.- Standard Primitives
-
Relatively simple 3D objects such as Box, Sphere, and Cylinder, as well as Torus, Plane, Cone, GeoSphere, Tube, Teapot, and Pyramid.
- Extended Primitives
-
More complex 3D objects such as Capsule, OilTank, Spindle, Hedra, Torus Knot, and Prism.
- Compound Objects
-
Compound objects include Scatter, Connect, ShapeMerge, Booleans, Morph, BlobMesh, Terrain, and Loft. Booleans combine the geometry of two objects using union, intersection, and difference operations. Morphs are animated objects that change one geometric shape into other shapes over time. ShapeMerge lets you embed a spline shape into a geometric mesh. Loft uses shapes as cross sections along a path to produce a 3D object.
- Particle Systems
-
Animated objects that simulate spray, snow, blizzard, and similar collections of small objects.
- Patch Grids
-
Simple 2D surfaces ready for modeling or repairing existing meshes.
- NURBS Surfaces
-
Analytically generated surfaces especially suited for modeling surfaces with complicated curves.
- AEC Extended
-
Elements useful for AEC design, including Terrain, Foliage (plants and trees), Railing, for creating custom railings, and Wall, for the production of Wall objects.
- Stairs
-
Four types of stairs: Spiral, L-Type, Straight, and U-Type.
- Doors
-
Parametric door styles include Pivot, BiFold, and Sliding.
- Windows
-
Parametric window styles include Awning, Fixed, Projected, Casement, Pivoted, and Sliding.
NoteDefault materials are automatically applied to Foliage, as well as to the following object types: Railing, Stairs, Doors, and Windows. - Dynamics Objects
-
Objects designed for use in dynamics simulations.
- Splines
-
Common 2D shapes such as a Line, Rectangle, Circle, Ellipse, Arc, Donut, NGon, and Star. Text shapes support TrueType fonts. Section creates a spline from the cross-section of an object. Helix is a 3D shape.
- NURBS Curves
-
A Point Curve and CV Curve provide the starting points for complex surfaces. See Introduction to NURBS Modeling.
- Extended Splines
-
More complex 2D shapes including Walled Rectangle, Channel Spline, Angle Spline, Tee Spline, and Wide Flange Spline. Extended splines can be used in architectural and similar applications.
Unlike physical
building blocks, with fixed shape and size, you can change the parameters of
objects and shapes to dramatically alter topology. Here are some examples of
changes you can make:
- Turn a cone into a four-sided pyramid by reducing the number of sides and turning the Smooth option off.
- Slice any circular object as if it were a pie.
- Animate almost all creation parameters, and interactively change their settings during animation playback.
- Render splines directly at any assigned width.
- Break, detach, and divide wall segments.
- Change the number of risers without affecting the overall rise of the stairs.
You can collapse a
building-block object to one of a variety of base geometric types once you no
longer need access to its creation parameters. For example, you can convert any
standard primitive to an editable
mesh, editable
poly, editable
patch, or NURBS
object, and you can convert a spline shape to an editable mesh, editable
spline, or NURBS object. The easiest way to collapse an object
is to select it, right-click it, and choose a "Convert to" option from the quad
menu
Transform quadrant. This lets you use
explicit editing methods with the object, such as transforming vertices. You can
also use the Modify panel to collapse a primitive.
Most Geometry objects
have an option for generating mapping coordinates. Objects need these mapping
coordinates if you plan to apply a mapped material to them. Mapped materials
include a wide range of rendered effects, from 2D bitmaps to reflections and
refractions. See Mapping
Coordinates and Using
Maps to Enhance a Material. If mapping coordinates have
already been applied to an object, the check box for this feature is turned
on.
No comments:
Post a Comment