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1014 G lossa ry
space warp causes delegates to avoid an object
while following its contours.
Space Warps
Space warps (page 2–55) are objects that provide
a variety of "force field" effects on other objects
in the scene.
Space warps themselves are not renderable. You
use them to affect the appearance of other objects,
sometimesalargenumberofobjectsatthesame
time. Some space warps deform object geometry
by generating ripples, waves, or explosions. Other
space warps are meant specifically for use with
particle systems, and simulate natural effects such
as wind blowing snow or rain about, or a rock in
the p ath of a waterfall.
Space warps behave somewhat like modifiers,
except that a space warp influences world spa ce,
rather than object space as geometric modifiers do.
When you create a space warp object, viewports
show a representation of it. You can transform the
space warp as you do other 3ds Max objects. The
position, rotation, and scale of the space warp
affect its operation.
To have an object or selection set be affected by a
spacewarp,youbindtheobjecttothespacewarp.
A space warp has no effect on objects unless the
objects are bound to it. When an object is bound
to a space warp, the warp binding appears at the
top of the object’s modifier stack. A space warp is
always applied after any transforms or modifiers.
When you bind a space warp to multiple objects,
the space war p’s set of parameters affects all the
objects equally. However, each object’s distance
from the space warp or spatial orientation to the
warp ca n change the warp’s effect. Because of this
spatial effect, simply movi ng an object through
warped space can change the warp’s effect.
You can also use mult iple space warps on a single
object or objects. Multiple space wa rps appear in
an object ’s stack in the order you apply them.
Spawn Particles
In Particle Flow (page 2–109), spaw n particles are
new p articles that are generated from exist ing
part icles (parent particles (page 3–989))ina
process called spawning.YoucanusetheSpawn
test (page 2–230) to create spawn particles
arbitrarily, or the Collision Spawn test (page
2–215) to create spawn particles as the result of
physical interaction between a parent particle and
adeflector.
Specular Color
Changing specular color tints highlights on the shiny surface
of the spacecraft.
Specular color is the color of highlights on a shiny
surface. The highlig hts are reflections of the lights
that i lluminate the surface. For a naturalistic
effect, set the specular color to the same color
as the key lig ht source, or m ake it a high-value,
low-saturation version of the diffuse color.
In 3ds Max, you can set the specular color to match
the diffuse color. This gives a matte effect, making
the material appear less shiny.