NewTek HyperVoxels 2.0 Manual page 23

Lightwave 3d plug-in
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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.
For ParticleStorm, selecting Color will force particles to get their color fixed by ParticleStorm, no matter what the color setting is in
the HyperVoxels panel. Selecting Alpha Channel will dissolve the particles depending on the alpha value, as this is usually used to
dissolve particles when they "die". For example, particles with an alpha value of 255 would be dissolved 100 percent. Using Size will
resize the particles using the incoming value from ParticleStorm.
Note
Particle Store Lite will support Alpha Channel and Color. Other parameters require a full version of Particle Store.
For RealFlow, Size, Age, Pressure, and Isolation are provided to certain gradients as input parameters, then the user may use them in
order to change a parameter (color, diffuse, etc.). The items available in the Input Parameter pop-up menu will vary. Note that if you
use the RealFlow Size parameter, the RealFlow particle size value overrides any HyperVoxels Particle Size settings. Any effects from
Size Variation and Variation Scale will be applied, however. Also, when using Pressure, the values are normalized between 0 (lowest)
and 1 (highest).
Size Parameters
The Absolute Sizing Mode sets a specific radius for each particle (Particle Size) in the default unit (usually meters). The Relative
mode computes an average particle size based on the shape of the entire object. In this mode, a Particle Size of 1 means the exact
equal to an internally calculated "average" size—HyperVoxels surfaces will not intersect at this setting. A value of 2 would mean
twice the average and .5 would be half. A new value is dynamically computed for every frame, thus if the particles are going to move,
the computed particle size will likely change over time.
Hint
For fastest rendering, always try to use the fewest number of particles and the smallest Particle Size that achieves acceptable results.
Switching from Relative to Absolute will display the last calculated particle size, so this is a handy way to find a starting point when
using the Absolute mode.
Hint
The Relative mode simplifies a lot of the work and should be the preferred mode for less advanced users and when setting up HyperVoxel
settings. Rendering time is related to how much the particles intersect each other—the more you have intersections, the longer the rendering
time. As such, begin with the Relative mode, and tweak it until you achieve the desired results. Then, (in most instances) switch to the
Absolute mode for your final rendering.
Note
If you will be animating your objects, always use the Absolute mode for your final rendering. Otherwise, the Particle Size will be re-evaluated
for each frame with unpredictable results.
Size Variation sets the maximum percent that the particle size can vary. For example, a particle size of 1 with a variation of 100% can
be as small as 1 and as large as 2. Using a variation of 50% would yield particles ranging from 1 to 1.5 in size. Use this to create
random disturbances in the surface.
HyperVoxels 2.0
3.5

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