Billowing Ball Of Fire - NewTek HyperVoxels 2.0 Manual

Lightwave 3d plug-in
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C
F
: Tutorials
4.2
H A P T E R
O U R
Note
Be sure to check the Scenes\HV2 folder for example Scene files.
Tutorial One: Billowing Ball of Fire
Setting Up
1.
Add a Null object to an empty Scene in Layout.
2.
Add the HyperVoxel_Particles displacement map plug-in (Objects panel).
In the Effects panel, add the HyperVoxels plug-in and the HyperVoxels_Doubler plug-in in the slot immediately following.
3.
Presets
1.
Choose the Null object from the Object pop-up menu and then click on the Activate button. A message should appear to inform you that the
object has been found and data has been updated.
The HyperVoxels interface may seem a little daunting at first, but with the help of the Presets you can create stunning effects
very quickly. Soon you will be a HyperVoxels master!
2.
Click the Preset button to display a list of preset effect settings. The first tab presented is for Surface effects. These create a surface boundary
for the radius around your particles and are good for solids and liquids.
3.
Click on the Volumetrics tab to view a variety of effects that can be created with the internal volumetric options. As you can see, this engine
is good for gaseous effects like flame, clouds, smoke and nebulae. Feel free to click on the different effects to view a short description on the
bottom of the panel. You can also switch back to the Surfaces tab and click on those samples for their description as well. Cool, huh?!
Make sure you are on the Volumetrics tab and choose the bottom right-most preset, Billowing Fireball . Once you have selected it, click OK to
4.
commit to these settings.
You may notice that the Render Selection pop-up menu, in the Render Options area of the HyperVoxels panel, will change to
Volumetrics, if it wasn't already.
Preview
1.
Click on the Refresh button.

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