Graphics Programs Reference
In-Depth Information
cloud). We'll examine each of these in
turn. For our explosion, we need to
have our voxel interpreted as a gaseous
cloud. So, set the Object Type for
ExplosionNull to Volume . An <F9>
shows that we've “instantly” changed
that sphere in Figure 18-3 into a lumpy
cloud.
6.
In the Shading | Basic tab, set your
voxel's Color to 245, 216, 126 (we
overwrite this color with a texture gra-
dient in Step 7, so technically , setting
the color here is optional). Set its
Luminosity (how well it catches light)
to 200% , its Opacity (how well you can
“see into and/or through it”) to 75% , its
Density (how much “stuff” exists
within its volume) to 100% , its Thick-
ness (a refinement of “how much stuff”
exists within its volume) to 80%, and
its Smoothness (how “crinkly” the
details within it are) to 42% .
Note
The VIPER window is a great tool to have
open when you're working with Hyper-
Voxels. Any change you make is reflected in
the VIPER window the moment you accept a
change. (With HyperVoxels, VIPER doesn't
require you to do a preliminary <F9> to set
up its buffers.)
There are many helpful starting points in
the presets for HyperVoxels. Let these serve
to stir your imagination and show you ways
of handling HVs you may not have thought
of before.
Note
A really groovy thing NewTek implemented
in LW 7.5 is the ability to “bake” your volu-
metric “cloud(s).” This means that LightWave
takes all the time it needs to figure out how
the cloud looks in its entirety only once dur-
ing “baking,” not on every single frame! The
result of this is a “frozen cloud” that renders
in a mere fraction of the time it would take
for LightWave to figure out all its details nor-
mally. When you use a baked volumetric,
you can see it, in real time, in your Layout
viewports. (Because we've got work to do
that doesn't involve baking, turn to your LW
manuals when you want to find out how to
bake your HyperVoxel volumes.)
Figure 18-5
5.
Set the Particle Size for ExplosionNull
to 2m .
Figure 18-6
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