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FIGURE 19-4 The Map tab and the deformed ocean floor
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Next we ll create Paint Effects strokes in 3D If we were to start painting in the view window right now, the strokes would actually be created on the view panel s grid, not the geometry To paint directly onto geometry, we need to make the surface paintable
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Select the oceanFloor surface and choose Paint Effects | Make Paintable Now this surface is a paintable surface and the Paint Effects strokes will be created on the surface Choose Window | General Editors | Visor to open the Visor Find the underwater folder on the left side and open it Click kelpmel and LMB-drag to start painting on the oceanFloor surface You should see the curve generated on the surface and green kelp tubes growing out of the surface The speed at which you drag a brush over the surface affects the complexity
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of the tubes that grow out of the strokes A slower stroke will create more sample points and hence create more tubes that grow Experiment with creating strokes to get the results you want
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Try using other brushes, such as fanCoralsmel and seaUrchinsmel, to populate the ocean floor You can control the size of the objects you are creating by adjusting the size of the brush To change the size of the brush, hold down the B key and drag left to right in the view window The brush cursor gets larger and smaller, depending on which direction you drag Render the scene by clicking the Render the Current Frame button on the status line Figure 19-5 shows the rendered image It looks pretty good, but each element is still too uniform looking, and we may want to make the kelp a bit taller You can paint in either the view windows or the Paint Effects window
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by choosing Paint | Paint Scene (instead of Paint | Paint Canvas) Painting in the Paint Effects window will let you view your strokes in greater detail than you can in the view windows However, viewing all of these details can put a strain on your computer It s more efficient to paint in the view windows and do test renders to see detail FIGURE 19-5 Rendered ocean floor
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Now let s edit the attributes for the strokes and brushes If you want to change the size and other aspects of the kelp, you can open the Attribute Editor to access a stroke and edit the brush s attributes for individual strokes You can also change how complex the tubes are displayed or the number of seaweeds emerging from the strokes Select one of the strokes and open the Attribute Editor Click the strokeShapeKelp tab that contains the stroke s attributes Figure 19-6 shows the attributes for the stroke
FIGURE 19-6 The Attribute Editor displaying the attributes for the kelp stroke s shape
You ll find it easier to choose strokes by
using the Outliner window than to click in the view window A few sliders here are very important:
Display Quality Changes the complexity of
how tubes are displayed A higher number displays more accurate tube shapes, but will slow down the interactivity
Sample Density Determines how many sample points the stroke has The more
sample points, the more places tubes will grow
Seed Sets how each tube is randomized Set various Seed values on strokes so that
the objects look different from one another By manipulating these three values in particular, you should be able to see tubes more clearly, have more tubes grow, and add or decrease randomization The strokeKelp tab contains attributes for the kelp brush Here, you can edit the shape of the tubes, and control how the tubes will appear once they are rendered You can control such aspects as color (texture) of the brush and the number and complexity of the tubes, turn on shadow casting, and apply animation In fact, so many attributes are available here that it can be daunting By experimenting with all of the attributes that are discussed in the following section, changing values, and viewing the results of those changes, you will gain a good understanding of how Paint Effects works
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