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: Tutorials
4.8
H A P T E R
O U R
This will animate the size of the particle over time. With the HyperVoxels setting Particle Size set to Relative, the volume will
expand along with the size of the Null object. This is much easier than enveloping the Particle Size parameter, and it's easier to
see the animated Null object in Layout.
Note
If we switched the Sizing Mode to Absolute instead of Relative, the HyperVoxel object would stay the same size over the animation.
Next, we are going to animate the texture. For this we won't need one of the supplied effects, we will use the old "world
coordinates trick." ("That's the second time I fell for it this week..." --Max)
9.
Open the HyperVoxels panel again (F5) and set the Fractal Noise Coordinates to World (Volumetric - Basic tab).
This specifies that the texture will be evaluated in world coordinates, that is, as the particle expands, it will reveal the theoretical
texture outside the particle, making a nice turbulent effect on the particle's surface. Imagine the texture is defined as a "warped"
area in space. As the volumetric surface passes thru the space (from its increasing size), it will change shape because it is also
running through space's static texture.
We will finalize the effect by making the explosion very hot at the beginning and very cloudy at the end.
10.
Click on the Envelope button for the texture Amplitude (Volumetric - Basic tab).
11.
Change the Current Value at frame 0 to 250%. Create a new keyframe at frame 20 and set the Current Value to 30 %. Click the AutoScale
button to see the entire envelope. Close the panel.
12.
Reduce Density (Volumetric - Basic tab) to 80% to prevent high texture amplitudes from being clipped against the particle's boundaries.
13.
Activate the Render /2 Res option and close the HyperVoxels panel.
14.
In the Camera panel set AntiAliasing to Enhanced Low and activate Motion Blur. (This type of effect requires Motion Blur.) Render the
animation!
For a different look, change the Fractal Noise pop-up menu (Volumetric - Basic tab) to Fractal instead of fBm.
Warning
Do not use HyperVoxels' No Antialiasing option when using Motion Blur, as it will not render the blur properly.
Note
Moving the object to a different position will change the fractal texture too, since we using world coordinates.
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