Graphics Programs Reference
In-Depth Information
3.
You can increase the quality of your
rendered voxel by increasing the num-
ber of slices (found on the Shading |
Basic tab). Comparing Figure 18-30
with Figure 18-29, there is a marked
increase in detail, and the render time
is still light-years away from the
lengthy render we would have were we
to set our Object Type to Volume.
Noise Type to Gradient Noise (just a
different kind of “fractal engine” pow-
ering our Dented procedural texture).
Set Texture Amplitude to 150% ,Tex-
ture Effect to Turbulence , and Effect
Speed to 50% .
( Double-check your settings against the
above text and Figure 18-31. If your set-
tings don't match mine, your render won't
either.)
4.
Now, let's do something really cool.
Under the Geometry tab, set the Parti-
cle Size to 20 m , the Stretch Direction
to Y , and the Stretch Amount to 4%
(this will “squish” our voxel down to
4% of its natural spherical shape along
the Y axis). You may as well deactivate
Show Particles , since the effect we're
creating isn't “captured” by the Show
Particles engine. Under the Shading |
Basic tab, set Color to 200 , 200 , 200 ,
Luminosity to 100% , Opacity to 0% ,
Density to 80% , and Number of Slices
to 1 . Then, under the HyperTexture
tab, set Texture to Dented ( double-
check that Scale is 4 , Power is 3 ,Fre-
quency is 0.8 , and Octaves is 6 ). Set
Figure 18-32
A render shows something that looks
like high-altitude clouds. What we've done
is quickly fake volumetric ground fog (the
misty, wispy stuff that
hovers in quiet hollows
on nights when the moon
is full). You can move
through this ground fog,
and you can set the fog's
exact position above the
ground by positioning the
null. It won't “catch”
shadows very well, but if
you ever try “real” volu-
metric ground fog, you'll
appreciate the
time-in-render-land this
hack provides.
Figure 18-31
Search WWH ::




Custom Search