You can use the Water
space warp to simulate the behavior of a liquid surface in your
reactor scene. You can specify a size for the water, and physical
properties such as density, wave speed, and viscosity.
You don't need to add
the water to a collection for it to take part in the simulation.
However, while it will appear in the Preview Window, it will not
appear in a rendered animation unless you bind the space warp to
a plane or other geometry. You can find out how to do this in
To create a Water space warp:
- Choose one of the above commands, and
then in any viewport drag out a Water object.
TipFor horizontal water,
create the space warp in a Perspective or Top viewport.
the object as necessary using standard commands. For changing other
properties, see the next procedure.
To edit the properties of a Water object:
the object in the scene.
- On the Modify
panel, open the Properties rollout.
- Use the rollout to specify properties,
as described in the Interface section.
Water Properties rollout
- Size X/Y
The dimensions for the water
- Subdivisions X/Y
The tessellation for
the water's mesh.
- Landscape button
Although water is defined
using a rectangular area, you can simulate non-rectangular surfaces
and obstacles inside the water by defining a landscape geometry.
Once you designate landscape geometry, any vertex in the Water space
warp that are contained in the landscape are fixed during the simulation
and waves and ripples will be reflected at those points.
- Wave Speed
The speed at which wave crests
propagate across the surface of the water.
- Min/Max Ripple
Limits on the size of
the waves generated in the water.
The relative density
of the liquid. This determines which objects will sink into the
water, and at what height objects of a lesser density will float.
The density is specified relative to the density of water (1.0=1,000
Resistance to flow: how difficult
it is for objects to move through the liquid. A high value means
that the motion of objects through the water is highly damped.
The depth of the water. Buoyancy
is applied only to objects inside the water.
- Use Current State
When on, the simulation uses
the current animation to calculate the starting state. So if you
have, for example, updated the water during the
the Update MAX command, the stored state is used as the initial state.
Removes the water from the simulation.
- # Stored Keyframes
This indicates if there
are any keyframes stored for the water. Keyframes are stored for
the water if you create a reactor animation in 3ds Max Design, or if
you use Update MAX in the Preview Window.
- Clear Keyframes
Clears any stored keyframes
for this water.
- Show Text
When off, the label "Water"
doesn't appear next to the space warp in the viewports.
- Reset Default Values
Restores the default values
for the object.