Use the Copy button to copy the settings for the selected HyperVoxel object to a memory buffer. This can be used to create a library of attributes. Load/Save buttons allow you to retrieve and store HyperVoxels setting files. It allows you to set the quality of textures used on HyperVoxel particles in OpenGL in Layout. The Sprite Texture Resolution setting (on the main HyperVoxel Panel) is a Display setting and does not affect your rendered HyperVoxels. This exercise shows how different HyperVoxel objects can interact with one another. This exercise will give you a flavor of some of the volumetric features. This exercise gives you a quick hands-on feel for how to use HyperVoxels. Here are some short exercises to jump-start you with HyperVoxels. As a result, HyperVoxels will continue to receive shadows, even if the Receive Shadows option on the Object Properties Panel is disabled. However, currently, plugins do not have access to all lighting information. Thus, they cast shadows, are reflected, and so on. HyperVoxel objects exist just as normal objects do. However, HyperVoxels are unable to achieve realistic liquid effects. You can achieve many spectacular effects using null objects or points animated by conventional means. HyperVoxels will appear around each point and their proximity to each other affects how the object appears on the whole.Ī particle animation system is not required. Changing the position of an object’s internal points will also change the look of a HyperVoxel object. Moving the object will move the HyperVoxel object. You can determine the position of HyperVoxels by using a null object or an object’s points. However, HyperVoxels get slower the closer into the them the camera is and for such uses LightWave's HyperVoxel Volumes are recommended. HyperVoxels feature sub-pixel displacement, which results in surface details no matter how close you get. This means you can actually get very close to the surface and the textures will look three dimensional. HyperVoxel textures are 3D algorithmic textures, unlike normal surface Bump Maps, which only appear to have depth. In such cases, you can use the Unseen by Camera object property. However, having polygons may make the object easier to see in Layout. The reason is that polygons may be visible after rendering and usually this is not desired. It renders more quickly, but lacks much of the volume mode’s 3D quality.The HyperVoxels volumetric filter is usually applied to a points-only object or a null object. The Sprite Mode is a “slice” of a volume HyperVoxel. Your camera can go inside these HyperVoxels and still see the texture. You would use this option to create effects like gases, flames, clouds, explosions, or even short hair or fur. Volume HyperVoxels, on the other hand, have computed volume. If you go inside such an object, there is nothing. They have a defined surface, but no interior. Surface HyperVoxels are similar to standard LightWave objects. HyperVoxels can be a surface, volume, or sprite. A common example of this is the action of the substance inside lava lamps. You can now transform objects dynamically, like merging and slicing objects, without modeling multiple geometries. This opens the door to effects of greater complexity. HyperVoxels have computed mass, as opposed to the modeled mass of normal LightWave objects. It simplifies the creation of volumetric rendering effects such as photo-realistic clouds, flames, explosions, dust, nebulae, contrails, fluids, smoke, ash, pyroclastics, gelatin, electro-microscopic images, rusted materials, detailed solid and rocky surfaces, and much, much more. With ordinary polygonal objects, realistic effects like liquids, smoke, clouds, and fire are difficult, if not impossible, to achieve without HyperVoxels.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |