5.
Activate Enable HyperVoxels.
6.
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.
7.
Click the Refresh button and you should see a small red ball render in the preview window.
8.
Change the Particle Size to 2 and refresh the preview.
The red ball should be larger now.
9.
Click on the HyperTexture Options tab.
This is where you define the surface texture—essentially the terrain of the surface.
10.
Choose Rocky2 from the HyperTexture pop-up menu, refresh the preview, and yell, "Adriane I did it!".
You should see something that looks remarkably like a piece of hard candy. Mmmmmm.
11.
Go ahead and play with the Frequencies, Scale, and Amplitude settings and watch the HyperVoxel change. (Note: You must refresh the
preview to see the change. Also, to abort the refresh, press the C
Similar to standard algorhythmic textures like Fractal Noise, these settings alter the complexity of the surface.
Hint
You can just press the F9 key to refresh the preview.
12.
From the Affect pop-up menu, choose Bump only and refresh the preview.
key.)
TRL
HyperVoxels 2.0
2.3
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