NewTek HyperVoxels 2.0 Manual page 26

Lightwave 3d plug-in
Table of Contents

Advertisement

C
T
: Reference
3.8
H A P T E R
H R E E
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.
The HyperTexture Coordinates options work just like they do for normal LightWave surfaces. Select Local to have the surface
attached to the object. Using World will cause the object to "move through" the texture.
The Affect pop-up menu allows you to limit the texture to affect only the bump channel (Bump only), like a regular surface bump
map. In this state, the edges of the HyperVoxel object will be unperturbed and not show the contours of the texture. The Geometry
setting, the default, affects the entire surface.
Hint
If your camera is not going to get very close to a HyperVoxel surface, use the Bump only setting to save rendering time.
You may select a Parent Object using the pop-up menu. This works just like a normal surface reference object, so you can move,
scale, and rotate the parent object to animate the texture.
Increase Frequencies to increase the detail in the texture pattern. Scale sets the relative size of texture and Amplitude sets the
intensity (i.e., height) of texture. You will notice the cross-section graph change as you adjust the later two parameters.
On the Filter pop-up menu you have several options that affect the smoothness of the transitions between the texture's peaks and
valleys. The cross-section graph will change as you adjust these parameters. The various Filter options (HiClip, LowClip, Sine, etc.)
provide different basic curve shapes. LoClip clips off low values and stretches the high values creating low harsh valleys. This
produces a non-uniform texture with spots on an otherwise smooth surface. HiClip clips off high values and stretches the low values,
creating harsh plateaus. The Sine and Sine2 options create undulating values for individual curves.
Adjusting Gain will make the curves of the texture more or less pronounced S-shaped—the slope of each curve is adjusted at the
beginning and end in opposite ways. This tends to erode the peaks and fill in the valleys of the texture, if Gain is increased, and
emphasizes peaks and valleys (eventually flattening them out), if Gain is decreased. Decreasing Bias lowers everything—faster for
peaks—ultimately to the point where everything is flattened at the minimum value. These settings can be used together and negative
values are allowed.
Note
HyperTextures will have some effect on the surface of volumetric HyperVoxel objects too. However, due to the nature of volumetric objects, it
may be difficult to detect.
HyperTextures (L-R).
Fractal Bumps, Organic, Rocky 1, Rocky 2.
Front row:
Pebbles.
Stractal, Cromulence, Sine, Manhattan
Back row:
Rocky 3, Rocky 4, Crumple,
Middle row:

Advertisement

Table of Contents
loading
Need help?

Need help?

Do you have a question about the HyperVoxels 2.0 and is the answer not in the manual?

Questions and answers

Table of Contents