The Affect Region modifier
is a surface modeling tool, primarily used with vertex sub-object
selections while surface modeling. With Affect Region, transforming
a selection of vertices can also transform vertices in the region
that surrounds the selection. This can help you form a bubble or
indentation in the surface of an object. The easiest way to see
this modifier's effect is with a shallow, flat box object with plenty
of subdivisions. The Affect Region modifier has a two-part, arrow-shaped
gizmo, plus numeric controls.
When you apply the Affect
Region modifier, it assigns an arrow-like gizmo consisting of two
points connected by a line. The base of the arrow is the start point.
The length and direction of the arrow defines the amount of movement
of the vertices. Any vertices within Falloff distance of the base
of the arrow are translated in the direction of the arrow.
Because no points on
the mesh are directly selected, this modifier doesn't depend on
the topology of the input object. You can apply it to any renderable
object. However, you can limit the effect by using a selection modifier
Mesh Select or
Volume Select to
pass a sub-object selection up the stack.
Affect Region modifier
Example: To form a bubble over the surface
of a plane:
- Create a plane with 15 width
and length segments.
- Set the length and width of the plane
to 50 units.
- Apply the Affect Region modifier.
- In the Parameters group, set Falloff
- Adjust the parameters to achieve different effects.
- Point sub-object level
At this sub-object level, the
base and tip of the gizmo arrow are points that can be selected.
You can select, translate, and animate these two points together
For more information
on the stack display, see
Sets the radius of affected vertices,
in units, from the base of the gizmo arrow. (Spinner value range:
float, 0.0 to 999,999.0)
- Ignore Back Facing
Affects only those vertices
whose face normals are in the same general direction as the gizmo
arrow. When turned off, all vertices in the Falloff group are affected.
Affects the tangency
of the curve where it meets the arrow tip. Positive values produce
a pointed tip while negative values produce a dimple. (Spinner value
range: float, -999,999.0 to 999,999.0)
Changes the curvature
of the affected vertices. A value of 1.0 produces a half-dome. As
you reduce this value, the sides of the dome slope more steeply.
Negative values lower the base of the curve below the base of the arrow
gizmo. (Spinner value range: float, -999,999.0 to 999,999.0)