9.
Change the texture Frequencies from 1 to 5 and observe the texture preview. You should notice that the number of details increases as
Frequencies increases. Now, set the Frequencies to 0. When set to 0, HyperVoxels dynamically sets the number of frequencies based on
the viewer's distance to the object.
10.
Let's see what effect Volumetric Shadows (Volumetric - Advanced tab) has on our result. Deactivate this option and refresh the Preview.
You should see the self-projected shadows of the clouds disappear and render time will be noticeably faster. The Volumetric
Shadows option results in more accurate images, at a cost of rendering time. On big thick clouds like cumulus, Volumetric
Shadows are necessary; however, on light wispy clouds, it might not. In fact, in this example, we won't use it.
11.
OK, to brighten up the clouds, turn the texture Opacity (Volumetric - Basic tab) down to 10% and refresh the Preview.
We now have very bright clouds. At the same time, you can see that the foreground clouds are more transparent. Thus,
decreasing Opacity has two effects: first, it increases the transparency of the volume; and two, it increases the brightness.
12.
Next, reduce Luminosity (Volumetric - Basic tab) down to 40% and refresh the Preview.
As you can see, this simply turns down the overall luminosity.
13.
Set the Thickness (Volumetric - Advanced tab) to 0.1 and refresh the Preview.
Our clouds are now very light and much more transparent. Thickness controls the overall scale of the effect. By setting it to 0.1
HyperVoxels 2.0
4.13
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