this
section covers texturing of objects which r bieng cut..which include texturing
of the outer surface as well as the inside visible surface..(say when a wood is
cut u will be able to see even the inside concentric woody surface) for this
u may need to start form the beginning...lets say the previous chapters are for
practice.. so lets texture a cutting wood: 1) when u've created the cylinder"wood"
before doing anything apply a wood bitmap texture to it. see the image.
follow the same steps to cut the 'wood'. now when u have animated the boolean,
then u will notice that the inner part of the wood has wood texture with face
map (that is one whole map per face, which looks highly tiled) see the image.
2)
to fix that apply edit mesh on top and go to poly-mode, here u'll see the intersecting
polys are already selected..
now go to frame 30( where the cutting elements are separated) and apply to that
sub-object, a bitmap with some texture like the inside part in wood....(search
for such an image or create your own)
3)
then apply a UVW map modifier on top with the' poly sub-object mode' active (or
it will alter the previous wood mapping co-ordinates) let the mapping type be
"plannar"...NOW your mapping tension is solved.. see the image
now apply an edit mesh modifier again to select the separate cut element, for
further animation using the X-form modifier. see the image
this way u can get a completely textured cutting animation..
see the video file for visual reference.
I've
included some more test Videos for more better references..i've also included
the .max files for help.
CONCLUSION: though this was a basic idea for creating such cutting animations
using BOOLEANS , though u can experiment on your own with combination of boolean
and some modifiers to create for awesome dynamic effects.. though BOOLEAN has
some problems, like is alters the mesh topology, still it can produce some decent
effects and u can play a bit with it to get the effect u want.