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You own the disk(s) on which the Software is recorded or MATERIALS, REGARDLESS OF THE BASIS OF THE CLAIM AND EVEN IF fixed, but the Software is owned by NewTek or its suppliers and is protected by United NEWTEK OR AN AUTHORIZED NEWTEK REPRESENTATIVE HAS BEEN States copyright laws and international treaty provisions.
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Credits Programming Gregory Duquesne Additional Programming Arnie Cachelin, Matt Craig, and Ryan Mapes Blue Skies LScript Art Howe Testing Jarrod Davis, Art Howe, Brad Peebler, and Brian Freisinger Tutorials Brad Peebler and Gregory Duquesne Documentation Douglas J. Nakakihara Special thanks to Ken Musgrave...
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HyperVoxels 2.0 c c h h a a p p t t e e r r HyperVoxels 2.0 FAQ...
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: HyperVoxels 2.0 FAQ H A P T E R Frequently Asked Questions Here are several questions you may have about HyperVoxels and the answers to them. This should help you gain a better understanding of how the plug-in operates.
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HyperVoxels 2.0 HAT IS THE FUNCTION OF EACH YPER OXELS PLUG HyperVoxels consists of four plug-ins which work as a team. HyperVoxels is the main plug-in and is accessed as a pixel filter. HyperVoxels_Doubler, also a pixel filter, improves rendering time by interpolating the results of the main plug-in.
: Quick Start H A P T E R Getting Jump-started This chapter will get you jumped-started with HyperVoxels. It contains several tutorials that go through the basics of how the plug-in works. More complex tutorials are included later in the manual, as well as, detailed explanations of all functions. However, first, here’s a brief overview of how the panel is laid out.
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HyperVoxels 2.0 Activate Enable HyperVoxels. Select the Null object from the Object pop-up menu and then click the Activate button. A requester should appear that lets you know that the object was successfully activated. If not, make sure the HyperVoxel_Particles displacement map plug-in was added for the Null.
: Quick Start H A P T E R Notice that along the outside, the ball is now smooth and round. Only the interior has the texture. This is typical of normal bump maps. They are only illusions of texture. The normal HyperVoxels Affect mode of Geometry, actually adds real pits and valleys.
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HyperVoxels 2.0 Click the Presets button and select Plasma Nebula (second row, far-right) and then the OK button to apply these settings to currently active HyperVoxel object (i.e., our Null). Notice that the Volumetrics Only from the Render Selection pop-up menu is already selected for you.
: Quick Start H A P T E R Note Because HyperVoxel objects do not actually exist (in the LightWave sense that is), for regular objects to catch a shadows from HyperVoxels, you must add the HyperVoxels_shader plug-in to each surface that needs to receive a HV shadow. Blending HyperVoxel Objects This exercise shows how different HyperVoxel objects can interact with one another.
HyperVoxels 2.0 Now, increase the size of each object to 1.1. Change the Preview Mode to Scene and refresh the preview window. You should see all three objects now, but it isn’t very interesting (yet). Using the Objects interactions mode pop-up menu, change it to Blend for all three objects.
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: Quick Start H A P T E R You should see the HyperVoxel object casting a shadow on the ground object. Well, that’s the basics of HyperVoxels. You now know how to add HyperVoxels to an object and set up surface or volumetric properties.
: Reference H A P T E R H R E E The HyperVoxels Family HyperVoxels consists of four separate plug-in types: the main and doubler pixel filter plug-ins, the object displacement map plug-in, and the surface shader plug-in. They are implemented in this way because each has a different function within LightWave. The main plug-in, HyperVoxels, is where all of the action takes place.
HyperVoxels 2.0 Note If the No Antialiasing option is active and you are also using some level of LightWave’s normal antialiasing, you will still get some level of smoothing along the edges of HyperVoxel objects. This is not, however, true antialiasing.
: Reference H A P T E R H R E E Click the Refresh button to preview the HyperVoxels effect. To abort the preview rendering, press the C key. OOMING IN You can zoom in on any area in the preview window by dragging out a bounding box with your mouse—the box’s center will be at the initial dragging point.
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HyperVoxels 2.0 This could allow for HyperVoxels color to support a ParticleStorm color path, fade a HyperVoxels surface out based on the ParticleStorm death rate, or even change HyperVoxels particle size based on the speed of a RealFlow particle. Many great effects can be created with this tool.
: Reference H A P T E R H R E E Size Variation Scale randomly varies the Size Variation as particles move. Think of this as a large invisible 3D field. Using a value of 10 would allow a particle to vary from its original size to the Size Variance over 10 meters as it moves through this field. A setting of 1 would vary the size much more quickly.
HyperVoxels 2.0 Blend will smoothly blend surface attributes with other HyperVoxel items. Repulse (invisible) will make the object push away portions of other HyperVoxel items that they come in contact with—sort of like an animated boolean effect. The object itself, however, will be invisible.
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: Reference H A P T E R H R E E HyperTextures (L-R). Fractal Bumps, Organic, Rocky 1, Rocky 2. Rocky 3, Rocky 4, Crumple, Front row: Middle row: Pebbles. Stractal, Cromulence, Sine, Manhattan Back row: The HyperTexture pop-up menu determines what the texture will look like. If you look at the small graph located just to the right of the Filter pop-up menu, you will see a general cross-section view of the selected texture.
HyperVoxels 2.0 Surface Options The options on the Surface - Basic tab work just like their counterparts in the normal LightWave Surfaces panel. Note The options on the Surface - Basic and Surface - Adv tabs are only available when the Render Selection pop-up menu is set to Surface Only.
: Reference 3.10 H A P T E R H R E E Volumetrics Options Note The options on the Volumetric - Basic and Volumetric - Adv tabs are only available when the Render Selection pop-up menu is set to Volumetrics Only.
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HyperVoxels 2.0 3.11 Advanced Volumetric Parameters The various items on the Render Quality pop-up menu determine the level of detail HyperVoxels uses to render the volume. The default is Medium and should be adequate for most situations. The Thickness setting, which defaults to 1, allows you to adjust the general density of the volume.
: Reference 3.12 H A P T E R H R E E The two Light pop-up menus let you choose which light sources illuminate the volume. Note Avoiding using these Light options if you are raytracing shadows. Otherwise, rendering time may be increased significantly. The Volumetric Shadows option creates shadows within the volume which adds detail and realism.
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HyperVoxels 2.0 3.13 Note The list of parameters varies depending on the particular setting the gradient is being applied to. Distance to object uses the Default Unit (Options panel, General Options) as the gradient bar unit and changes the parameter independently based on the distance from each HyperVoxel point to the selected Reference Object’s pivot point.
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: Reference 3.14 H A P T E R H R E E Note If you change the Input Parameter after you have already created keys, the existing keys remain in the same positions on the gradient bar. However, their values may change as they will be adjusted relatively using the Start and End values for the new Input Parameter. For example, if you had a key at frame 15 using Frame as your Input Parameter and Start and End values at 0 and 30, changing the Input Parameter to Time would change that key to .5 (sec.).
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HyperVoxels 2.0 3.15 If you drag on the Scale Keys quick drag button, you will scale all keys in the gradient bar. The Copy Key button (or c key) copies the value/color of the current key to a memory buffer. The Paste Key (or v key) button pastes the buffer into the current key.
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: Reference 3.16 H A P T E R H R E E Click your mouse pointer near the end of the gradient bar. It is likely that you won’t be able to make the key exactly at the end, that is, exactly at 90 degrees. The Key Parameter field will probably show something in the high 80s.
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HyperVoxels 2.0 3.17 As you should have guessed, the colors are now shifted toward the camera. OK, go back to the gradient panel and in the Edit Mouse mode, drag the blue key to the very end of the gradient bar.
: Reference 3.18 H A P T E R H R E E HyperVoxel_Particles (Object Displacement plug-in) HyperVoxel_Particles allows the HyperVoxels Pixel Filter plug-in to get information about individual objects. HyperVoxels_Shader (Surface Shader plug-in) This surface shader allows object surfaces to receive shadows from HyperVoxel, as well as reflect and refract them. If you elect to have the surface receive HyperVoxels shadows, you have the option of using the object’s shadow settings (i.e., Self-, Cast-, Receive Shadow (Object panel)).
: Tutorials H A P T E R O U R Note Be sure to check the Scenes\HV2 folder for example Scene files. Tutorial One: Billowing Ball of Fire Setting Up Add a Null object to an empty Scene in Layout. Add the HyperVoxel_Particles displacement map plug-in (Objects panel).
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HyperVoxels 2.0 You should see the effect in the preview window, but it will probably be pretty small. Rather than changing any settings, let’s use the new Zoom tool to get a better look. While holding your left mouse button down, drag out a small box around the particle effect in the preview window. When you release the mouse, the particle effect will zoom forward to fill most of the screen.
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: Tutorials H A P T E R O U R You can see the effect is much larger, but not as dramatic as we would like. Try setting the Particle Size to 5 and refresh the preview. This looks like a pretty good maximum size. Now let’s find our minimum.
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HyperVoxels 2.0 We can use this option because we added the HyperVoxels_Doubler plug-in during the set-up steps. This allows the HyperVoxels to render every other pixel and then “smart process” the gaps. Set LightWave's camera resolution to Low Res. Choose the animation saver of your choice and render the animation. Go have a sandwich.
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: Tutorials H A P T E R O U R We can finish the effect by adjusting Bias. Bias will adjust the texture from the valleys up where as Gain adjusted from the peaks down. By reducing Bias you can decrease the effect in the middle of the particle and by increasing it we can flatten the pattern to the peaks. Experiment with different values to see how it affects the cloud.
HyperVoxels 2.0 Tutorial Two: The Big Explosion (YAET) Since you can never have too many ways to blow something up, in this tutorial we will make another explosion using a different technique. Set up a basic Null object HyperVoxels Scene: •...
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: Tutorials H A P T E R O U R This will animate the size of the particle over time. With the HyperVoxels setting Particle Size set to Relative, the volume will expand along with the size of the Null object. This is much easier than enveloping the Particle Size parameter, and it's easier to see the animated Null object in Layout.
HyperVoxels 2.0 Tutorial Three: Fiery Gas Planet This is a really short tutorial that will show you a little bit about using the presets with the Gain and Bias controls to create a completely new effect. Add a Null object to an empty Scene in Layout.
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: Tutorials 4.10 H A P T E R O U R Hint Pressing the F5 key will bring up the last plug-in interface used. In this case HyperVoxels. If a panel is open, click on the main Layout interface first.
HyperVoxels 2.0 4.11 This is a parameter Gradient that is changing the luminosity of the surface based on texture value. Where the texture is small (on the inside) the luminosity is high. As the texture increases (to the outside) the luminosity falls.
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: Tutorials 4.12 H A P T E R O U R Set the Particle Size to 1.5 and refresh the Preview. We’ve got some good-sized clouds now, but they are too uniform as you can see. Set Size Variation to 100% to vary the size of particles from 0 to100% of the Particle Size. Refresh the Preview. You should now see a nice non-uniform sea of clouds.
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HyperVoxels 2.0 4.13 Change the texture Frequencies from 1 to 5 and observe the texture preview. You should notice that the number of details increases as Frequencies increases. Now, set the Frequencies to 0. When set to 0, HyperVoxels dynamically sets the number of frequencies based on the viewer’s distance to the object.
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: Tutorials 4.14 H A P T E R O U R you divide the effect by 10, making it much lighter. Using values higher than 1 will have the reverse effect, but you probably already guessed that. Increase Thickness to 0.5 and refresh the Preview. The Scene you have should be similar to the included C .
HyperVoxels 2.0 c c h h a a p p t t e e r r Tips and Tricks...
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: Tips and Tricks H A P T E R I V E HyperVoxels Tips and Tricks Here are some tips and tricks on how to get the most out of HyperVoxels: • Presets. Presets. Presets. HyperVoxels is an incredibly powerful and rich enhancement for LightWave 3D. However, it can often be difficult to get started with so many options.
HyperVoxels 2.0 Blue Skies LScript (cloud.ls) This Modeler LScript can be used to quickly and easily generate point clouds for use with HyperVoxels 2.0. (The Cloud.ls file should be in your P folder.) Access it by running LScript from the Custom pop-up menu (Objects tab)
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