Graphics Programs Reference
In-Depth Information
something a bit more exciting in the
“background department,” under
Effects | Backdrop , activate Gradi-
ent Backdrop and set the Zenith
Color to 20 , 0 , 47 , the Sky and Ground
Colors to 98 , 92 , 169 , and the Nadir
Color to 176 , 182 , 200 . (See Figure
18-27.)
HyperVoxel “Sprites”
Something you can do that greatly reduces
the time LightWave needs to render Hyper-
Voxels is to not render the whole volume
but to render only a “slice” of it. LightWave
doesn't need to calculate the whole volume,
only a tiny fraction of it — a plane that runs
directly through its center , always aiming at
the viewer ( camera or viewport angle ).
This is similar in its result to “mapping”
our explosion sequence onto the plane in
the last chapter, except LightWave takes
care of all the details for us. All we need to
do is use the reduced HyperVoxel controls
to set how our sprite looks, and LightWave
does the rest!
1.
2.
Next, activate HyperVoxels for
HV_Sprite . Bring up the presets for
HyperVoxels, and open the Generic
library. Double-click on Sand_Explo-
sion to load in its settings, changing its
Particle Size to 2m and its Object Type
to Sprite . When you check Show Par-
ticles , you get much more than a linear
representation of the voxel — you get a
real-time image of the sprite, complete
with OpenGL transparency . (See Figure
18-28.) (To increase the detail of the
sprite, choose a higher resolution from
the Sprite Texture Resolution pop-up
menu; this will impact your graphics
accelerator, however.)
Start with a new scene running at 24
FPS. Set the End Frame to 120 (for
both the scene itself and within the
Rendering Options). Add a null, naming
it HV_Sprite . Set its Y position to
800 mm . Then, under the camera's
Motion Options, set the camera's Tar-
get Item to HV_Sprite . To give us
Figure 18-27
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