Hypervoxel Volumetrics - NewTek HyperVoxels 2.0 Manual

Lightwave 3d plug-in
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C
T
: Quick Start
2.4
H A P T E R
W O
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.
Why use Bump only? Well, it renders faster and if you aren't going to have the camera real close to the object, you may be able
to get away with it.
13.
Switch back to the Geometry Affect mode.
The Surface - Basic tab should be selected by default. All of the settings should be familiar to you since they are identical in
name and operation to the normal LightWave surface settings. Try changing the various values and see their effect on the
preview (after refreshing of course).
The P buttons—covered later in the manual—are somewhat similar in concept to standard LightWave envelopes. However, they
allow you to vary the setting (Luminosity, Diffussion, etc.) based on things other than time, like the distance to another object or
the height of a hypertexture bump.
14.
Click on the Surface - Adv tab.
The options on this tab allow you to further change how a surface appears. These are discussed elsewhere in the manual, as they
are advanced topics.

HyperVoxel Volumetrics

This exercise will give you a flavor of some of the volumetric features
1.
Set up a basic Null object HyperVoxels Scene:
• Add a Null object
• Add the HyperVoxel_Particles displacement map plug-in (Objects panel)
• In the Effects panel, add the HyperVoxels and HyperVoxels_Doubler plug-ins
• Activate Enable HyperVoxels (HyperVoxel Options panel)
• Select the Null object from the Object pop-up menu and then click the Activate button
2.
Refresh the preview.
You should get a plain red ball.

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