As you should have guessed, the colors are now shifted toward the camera.
15.
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.
16.
Close the panel and refresh the preview.
We have now move the blue area more towards the edges.
17.
Close the gradient panel and HyperTexture (HyperTexture Options tab) to Fractal bumps.
18.
Set Scale to 22, Amplitude to 100%, Gain to -69, and Bias to 21. This will give us a nice undulating surface.
19.
Refresh the preview.
Notice now how the surface areas facing the camera are white and go through the colors of our gradient bar as the surface angle
moves away from the camera.
If you were creating a fountain, for example, you would want the particles near the emitter to bond together and as they separate
become smaller. Use a gradient Parameter to adjust particle size based on the distance to the base object (emitter). When the particles
are emitted (0 distance from the emitter) they will have a user defined size and as they move away from the emitter the particles will
shrink to the second user defined size. This would be accomplished by creating two gradient keys, one at 0 distance and one at 1 meter
(if the fountain spanned a 1 meter distance). The first key value is set to the larger size (1.2 for example) and a second key is created at
distance of 1 and set to a key value of 0. As the particles move further away they shrink.
Parameters can also be very useful for surfacing an item. To create a rusty surface, you can use the gradient parameters to vary surface
color based on bump. This will allow different levels of the bump to have different colors with a nice blend between. For example, a
reflective surface might change to burnt orange as it approaches the tip of the fractal bumps. This is accomplished by adding values to
the gradient that start one color and move to the burnt orange.
HyperVoxels 2.0
3.17
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