A vector field, generated around an obstacle object, allows crowd members to avoid that object in a scene. The field consists of a three-dimensional array of vectors which guide delegates or other objects around the obstacle. The settings in this rollout help determine how the vectors are generated and displayed, and how they affect other objects.
The checkboxes in this group let you enable and disable display of four different elements of the Vector Field space warp.
The vectors are generated at lattice intersections inside the vector field range.
The range starts out the same shape and size as the obstacle object, and is typically enlarged with the Compute Vectors group Range setting.
These appear only after you've computed the vector field. See Sample Resolution for more information.
These parameters determine how the vector field affects objects within its volume.
Changing any of the Force group settings does not require that you recalculate the vector field.
Sets the degree of effect the vectors have on the movement of an object entering the vector field. If Show Vector Field is on as you adjust Strength, you can see the vector lines change size in the viewports in real time. Default=1.0.
A value of 0 will make all the vectors the same size. A value greater than 0 will make them get smaller as they get farther away from the object surface. A value less then 0 will make them get larger as they get farther away.
Because the vectors are perpendicular to the object surface, and you typically would want delegates to travel parallel to the surface, you would normally use a perpendicular force.
Objects moving perpendicular to a vector field sometimes tend to drift away from it, due to lack of subsampling. The Pull parameter helps to pull objects back. Pull values greater than 0 create a pulling force towards the source of the vector field vector. Values less than 0 pull the force towards the direction in which the vector field's vector is pointing. A value of 0.0 produces a force perfectly perpendicular to the vector field's vector.
Lets you designate the obstacle object. Click this button, and then select the object around which the vector field is to be generated. Thereafter the object's name appears on the button (which is intially labeled “None”).
The range is represented in viewports as an olive-colored wireframe that starts out the same size and shape as the obstacle object. Increasing the Range setting moves the wireframe away from the obstacle object in the direction of its surface normals.
In crowd simulations, the Range outline is where the delegates start to "see" the obstacle object, and begin to turn to avoid it. If your crowd members are penetrating the obstacle, or even just coming too close to it before turning, increase the Range setting. Also try increasing the Vector Field lattice resolution and/or the Sample Res setting.
The basic sampling rate is determined by 3ds Max from the size of the lattice and the size of each polygon.
By default, vectors are generated in the same direction as the obstacle object's face normals, so that assuming these face normals point outward, objects move around its exterior in a crowd simulation. However, if you want objects to remain within an object's interior, turn on Use Flipped Faces.
Always recalculate the vector field after changing any parameters except those in the Force group.
Use the Blend Vectors parameters to reduce abrupt changes in the angles of neighboring vectors. For example, if you have a wavy surface, you might get wavy vectors very far out from the surface, which could adversely affect the simulation. Use Blend Vectors to correct this condition.
Click to implement the blending.