The Volume Select modifier lets you make a sub-object selection of vertices or faces for passing up the stack to another modifier or modifiers. The sub-object selection is completely separate from the underlying parametric geometry of the object. Like other selection methods, Volume Select works with single or multiple objects.
Faces and vertices selected using box volumes.
You use a box-, sphere-, or cylinder-shaped gizmo or an object in the scene to define a volume of space as the selection area, to which you can then apply modifiers. You can move the selection over an object and animate it.
When applied, Volume Select begins with the current geometry in the object's stack, whether it's a whole object or a sub-object selection (for example, from an Edit Mesh or another Volume Select modifier).
Top: Original mesh with select gizmo showing
Bottom: Modification made after applying Volume Select modifier
Patch objects coming up the modifier stack are not converted to a mesh by this modifier. A patch object input to the Volume Select modifier retains its patch definition.
The Volume Select gizmo scales along with its object. Thus, if you apply a Volume Select modifier, and then change the scale of your object (with the toolbar Scale function) the selection doesn't change. In other words, all three transforms affect the Volume Select gizmo and its object identically.
The Volume Select modifier has a center as well as a gizmo. This lets you alter the center for non-animated transforms. However, if you animate a rotation about the offset center, you achieve animation of both rotation and translation.
To apply and use volume selection:
The Parameters rollout appears.
If you choose Mesh Object, you should then click the None button and select an object to use as the selection volume.
Example: To animate a volume selection:
During playback, you see the effect of an animated geometric modifier moving over the object.
You can transform and animate the gizmo to change the selection. Translating the gizmo translates its center an equal distance. Rotating and scaling the gizmo takes place with respect to its center.
You can translate and animate the center, which affects rotation or scaling of the Volume Select modifier's gizmo.
For more information on the Stack Display, see Modifier Stack.
Lets you determine whether selected faces are wholly or partially within the defined volume when you set Stack Selection Level to Face.
These controls let you define the selection with a primitive, a mesh object, or by surface characteristics.
Besides mesh objects, you can use patch objects and NURBS objects. In addition, if you turn on Soft Selection rollout Use Soft Selection, you can use spline objects and particle systems to define the selection. This latter option is quite powerful because the selection changes as the particles move.
[Mesh Object button] Click this button, then select an object to define the selection space. You don't need to choose Mesh Object first, but you do need to choose Mesh Object to use the object as a volume. After you select an object, its name appears on the button. This button is labeled "None" if no object has been chosen.
Defines the selection by surface characteristics instead of a geometric volume. While this doesn't have much to do with volume, it was added because Volume Select is a procedural modifier, whereas Mesh Select is explicit. Now, even if your topology changes, Volume Select will consistently select the faces or vertices using a particular material or smoothing group.
Indicate which type of surface characteristic to base selection on by choosing one of the following:
You can also drag and drop a map from a Material Editor sample slot. If the Slate Material Editor is open, you can drag from a map node's output socket, then drop onto this button. You can also drag and drop from a map button in the Material Editor or anywhere else in the 3ds Max interface. When you drop a map onto the map button, a dialog asks if you want the map to be a copy (independent) or an instance of the source map.
To adjust the map's parameters (for example, to assign a bitmap or change the coordinate settings), drag the Map button to the Material Editor, and be sure to drop it as an instance. In the Compact Material Editor, drop the map over an unused sample slot. In the Slate Material Editor, drop it over the active View.
These controls are generally used when the gizmo has been transformed out of its original orientation to the object.
Resizes the gizmo to fit around the object or previous selection in the stack. Maintains any previous rotation.
Recenters the gizmo on the object or previous selection in the stack. Maintains any previous scale or rotation.
Returns the gizmo to its default size and orientation. Cancels the effect of all previous transforms.
When on, automatically adjusts the gizmo size and shape to fit the object as you change the underlying topology (for example, transforming vertices).
These controls, available only at the Vertex stack selection level, let you set a gradual falloff of influence between selected and unselected vertices. See Soft Selection Rollout (Edit/Editable Mesh).