NewTek HyperVoxels 2.0 Manual page 8

Lightwave 3d plug-in
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C
O
: HyperVoxels 2.0 FAQ
1.2
H A P T E R
N E
Frequently Asked Questions
Here are several questions you may have about HyperVoxels and the answers to them. This should help you gain a better
understanding of how the plug-in operates.
H
V
W
HAT IS
YPER
OXELS
With ordinary polygonal objects, realistic effects like liquids, smoke, clouds, and fire are difficult, if not impossible, to achieve.
HyperVoxels brings these capabilities to LightWave 3D. It simplifies the creation of volumetric rendering effects such as photo
realistic clouds, flames, explosions, dust, nebulas, contrails, fluids, smoke, ash, pyroclastics, Jell-O, electromicroscopic images, rusted
materials, detailed solid and rocky surfaces, and much, much more. Additionally, with HyperVoxels integration with LightWave 3D's
raytracing engine, all of these effects are represented in shadows, reflections, refraction, depth of field and motion blur as well as in
the Cel shader.
HyperVoxel objects have computed mass, as opposed to modeled mass of normal LightWave objects. This opens the door to effects an
order of magnitude greater in complexity than previously possible. Dynamic transformations like merging and slicing objects are now
possible without the need to model multiple geometries. A common example of this is the actions of the substance inside lava lamps.
W
HAT IS THE DIFFERENCE BETWEEN SURFACE AND VOLUMETRIC
HyperVoxel objects can either be surface-based or volumetric-based. Surface-based HyperVoxels (introduced in version 1) are similar
to standard LightWave objects. They have a defined surface, but no interior. If you go inside such an object, there is nothing.
Volumetric-based HyperVoxel objects (new in version 2), on the other hand, have computed volume. You would use this option to
create effects like gases, flames, clouds, explosions, or even short hair or fur.
D
H
V
OES MY
YPER
OXELS OBJECT HAVE TO BE POINTS ONLY
No, however, it usually is points-only or a Null object. The reason is that polygons may be visible after rendering and usually this is
not desired. However, having polygons may make it easier to see in Layout. In such case, you can set the object's dissolve to 100
percent to keep it from rendering.
H
OW DO YOU SURFACE
Since there is no actual geometry for HyperVoxel objects, how they look is entirely handled through the plug-in. Moreover,
HyperVoxel textures are three-dimensional algorithmic textures, unlike normal surface bump maps which only appear to have depth.
This means you can actually get very close to the surface and they will look 3D no matter what angle you view them at. HyperVoxels
feature sub-pixel displacement, which results in surface details no matter how close you get.
H
OW DO YOU POSITION AND MOVE
The position of HyperVoxels can be determined using a Null object or an object's points. Moving the object will move the
HyperVoxel object. Changing the position of an object's internal points will also change the look of a HyperVoxel object. A
HyperVoxel will appear around each point and their proximity to each other affect how the object appears on the whole.
I
S A PARTICLE ANIMATION SYSTEM REQUIRED
Absolutely not. Many spectacular effects can be achieve using Null objects or points animated using conventional means. However, to
achieve realistic dynamic liquid effects, you will probably need a particle system. HyperVoxels currently supports the RealFlow and
ParticleStorm particle systems.
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YPER
OXEL OBJECTS
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YPER
OXEL OBJECTS
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YPER
OXELS

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