Easy-to-follow video tutorials help you learn software, creative, and business skills.Become a member

Working with Hypervoxels

From: LightWave 10 Essential Training

Video: Working with Hypervoxels

Once you have created a particle animation, well you are probably thinking what can do with it. Well the best thing to do with it is render it out because if I take my camera right now by pressing 6 and I press the T key and I move back and I come up like this and I press F9 to do a Frame Render, look what happens. Nothing. Hypervoxel emitters need to be rendered and you are going to do that with hypervoxels. So we will come over here to Windows and we are going to choose Volumetric and Fog Options and under Volumetric, you can choose HyperVoxels.

Working with Hypervoxels

Once you have created a particle animation, well you are probably thinking what can do with it. Well the best thing to do with it is render it out because if I take my camera right now by pressing 6 and I press the T key and I move back and I come up like this and I press F9 to do a Frame Render, look what happens. Nothing. Hypervoxel emitters need to be rendered and you are going to do that with hypervoxels. So we will come over here to Windows and we are going to choose Volumetric and Fog Options and under Volumetric, you can choose HyperVoxels.

That's where it lives. Now there is a shortcut for it right up here. It goes to the same place. We will double-click it to open the panel and I will close out the effects so you can see what's going on, and by default that emitter is not active. So I am going to double-click it. Now this is a portion of LightWave that often is confusing for a lot of people, but it's really not too complex and the best way to learn it is to really click on Show Particles. What that does is it shows those particles in layout. Now it doesn't look like much now, but I will move it this way so you can see it.

What is going to happen is that this Object Type is set to Surface. And in fact, you can go to your Viewport Preview Render and see exactly what's happening. So the particles coming out now typically are a simple blob, which on its own is kind of cool. You can do water and faucets. I think there was an Oreo commercial one time that used LightWave's particles like this to create Oreo cream coming down the street. But for the surface based HyperVoxels, everything is kind of round and blobby and it works okay, but for smoke what we really want to choose not Volume-- and Volume can be great for big puffs of smoke like this.

The problem with the Volume though is that they get really intense when it comes to rendering. I've set up tornadoes doing this and it has taken not just days but I think over a good week just to render a small tornado. Granted that was many years ago, but even these days that will still take a lot of rendering power. So instead of using Volume try Sprite. Sprite is a slice of that volume that you just saw and what is kind of neat about this is that you can create very easy smoke. It doesn't have to take a lot of rendering time and you can put little soft wisps into your scene.

So with that default set, I am going to click Automatic Sizing and just in case my particles were one size and HyperVoxel is another, that's often good way to start. I like to set the variation and that immediately starts getting rid of all that blobbiness and if you click and drag it stops at 500. Well, like I've told you with lights and other things you can manually go past it. Now, you don't want anything quite like that, but what's kind of neat is that you've got a nice big puff of smoke that you can still see moving when you have size variation like that.

So what I do is I turn that size variation way up, and then I bring the particle size down and now I have got just a good variation of smoke in there, that I can work with. The Stretch Direction you can set on whatever axis you like. I usually like to go with the Velocity of the particles themselves and again Stretch you can of course click and drag up to 500%, but like many things you can go much, much more. So there it is at 1000, you can see those particles are stretched and you can even bring the size down just a little bit more.

If you look at it on the Y-axis, which is the angle that it's going, you can see it stretches another way. Try it on the Z-axis. It kind of comes up towards you and creates all kinds of cool looks and even on the X goes the other way. Almost like clouds, crossing your scene. But we are going to keep it on Velocity and I am going to bring this back down, not to be too exaggerated. Okay, so that is showing the particles. Well, you can also give them some color and I will press 4 on my keyboard here just so we can see the whole thing. We will go here to the Shading tab and the color is set to White. That's fine.

but let's makes it more of a soft gray and then I want to play with Luminosity value. If you bring it all the way down, well that's very luminous. You can play with the Opacity of it, how bright it is, and you can play with the density of it. Okay and of course you can go more than that 100% to create very cool effects. Especially when you have got things blowing up. Yhat's often very good to do. The Number of Slices, remember how I said this was a slice of a Volumetric. Well, you can add more slices for a little more detail. I often don't do more than 1 or 3 so that's okay.

You can choose which lights hit it if you have multiple lights in your scene or choose None at all depending on how bright your luminosity is. But let's add a texture to the color and what I am going to do with this is add a Procedural Texture. So earlier in the course I told you how important learning the Texture Editor was because it is used everywhere for displays of maps, color textures, image maps, and of course here it is in the HyperVoxel panel. Use the texture and set a color for your particles. So let's go down and just choose just maybe a soft brown like that, and now you can see this texture is blended with that white underneath.

Let's bring the size in half. So I am going to go .5, .5, .5 and scale that down and just so you can see this. Not that you would make red and white smoke but, you can see how that fractal noise pattern now is mixed with the white surface underneath. You can change the frequencies of it, play with the contrast a bit so it is a little stronger, and now you have got just an entirely different look that you can work with for any kind of scene and those textures applied to each one of those particles coming up. Now one thing that is neat to do is put a gradient on. So let's do that.

The gradient allows me to vary the color. So I am going to click a couple of keys in here and let's say the base key could be more of a blue and the middle key, we can create more of a gray and then the top key we can just fade off like that. Now you are not seeing much on here. So what I want to do is change the input parameter to Particle Age. So as the particles age, as they come out and die at the end, you can actually see this transition and just to give a little more contrast here, I will put the color in.

You can even bring this one back in and I'll make this red so you can see it. Let's bring the Alpha back up and so now we have go this burnt area down at the bottom which goes to gray and then fades off to the blue. And then of course it still animates with it and it is almost like there is kind of a little fire burning at the end, simply by adding a gradient. So this gradient represents this particle string. If I bring the end up, you can see that I have more blue here and that will help keep that a little more solid at the top, and click Use Texture for that.

Now you can apply that texture and as I have mentioned you can animate all these texture values. Just as you did animating clouds on the sky, animating the texture on the cow, you can animate the texture for the Color, Luminosity, Opacity. Anywhere you see these E buttons you can animate that particular value. So you have Luminosity animating. It could be fading in and out, whatever you like. Lastly in HyperVoxels, you should learn about the Hyper Texture and the Hyper Texture is a way that you can set something like Turbulence to help shape the particles.

So all the particles are emitting and coming up and spilling all over. If you notice in here, I've gone ahead and put Hyper Texture on set to Turbulence and now you get this kind of wispy ends inside here. Here it is with none and it is just soft on the edges and with the Hyper Texture on such as Turbulence, you get a turbulent texture inside those particles. So you can use even something like this for creating brain matter. It doesn't actually have the move it; you can just render right through it. Amplitude is how strong it is.

The Effect you can actually set to Billowing and this will animate within the texture, so it is animated texture within the texture on the particles. And it gets a little Inception-like deep, but it is very cool stuff. So HyperVoxels makes it very easy to set up some really cool surfaces on your particles. Lastly, I want to just show you under the Windows dropdown there is Presets and when you're in the HyperVoxel window you can choose Clouds, Fire, and Smoke as well some other strange things in here.

One of them is called Strange, and if you double-click, those settings get applied to your particles, and then you can create all kinds of things. And here is a little tip. use these presets that came with LightWave to help you learn HyperVoxels a little bit more. You want to see how this glass is made? Load that up and then take a look and now you actually can see how bubbles are done. You've created particles yourself. You have set up HyperVoxels. Use one of the presets and dissect it a little bit and say "Okay, it is a little bit blue, diffused.

Very shiny with the speculatory." Just to give you an idea of how those settings can be manipulated or created on your own.

Show transcript

This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5220 viewers

Dan Ablan
Author

 
Expand all | Collapse all
  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

Start learning today

Get unlimited access to all courses for just $25/month.

Become a member
Sometimes @lynda teaches me how to use a program and sometimes Lynda.com changes my life forever. @JosefShutter
@lynda lynda.com is an absolute life saver when it comes to learning todays software. Definitely recommend it! #higherlearning @Michael_Caraway
@lynda The best thing online! Your database of courses is great! To the mark and very helpful. Thanks! @ru22more
Got to create something yesterday I never thought I could do. #thanks @lynda @Ngventurella
I really do love @lynda as a learning platform. Never stop learning and developing, it’s probably our greatest gift as a species! @soundslikedavid
@lynda just subscribed to lynda.com all I can say its brilliant join now trust me @ButchSamurai
@lynda is an awesome resource. The membership is priceless if you take advantage of it. @diabetic_techie
One of the best decision I made this year. Buy a 1yr subscription to @lynda @cybercaptive
guys lynda.com (@lynda) is the best. So far I’ve learned Java, principles of OO programming, and now learning about MS project @lucasmitchell
Signed back up to @lynda dot com. I’ve missed it!! Proper geeking out right now! #timetolearn #geek @JayGodbold
Share a link to this course

What are exercise files?

Exercise files are the same files the author uses in the course. Save time by downloading the author's files instead of setting up your own files, and learn by following along with the instructor.

Can I take this course without the exercise files?

Yes! If you decide you would like the exercise files later, you can upgrade to a premium account any time.

Become a member Download sample files See plans and pricing

Please wait... please wait ...
Upgrade to get access to exercise files.

Exercise files video

How to use exercise files.

Learn by watching, listening, and doing, Exercise files are the same files the author uses in the course, so you can download them and follow along Premium memberships include access to all exercise files in the library.


Exercise files

Exercise files video

How to use exercise files.

For additional information on downloading and using exercise files, watch our instructional video or read the instructions in the FAQ.

This course includes free exercise files, so you can practice while you watch the course. To access all the exercise files in our library, become a Premium Member.

Join now "Already a member? Log in

Are you sure you want to mark all the videos in this course as unwatched?

This will not affect your course history, your reports, or your certificates of completion for this course.


Mark all as unwatched Cancel

Congratulations

You have completed LightWave 10 Essential Training.

Return to your organization's learning portal to continue training, or close this page.


OK
Become a member to add this course to a playlist

Join today and get unlimited access to the entire library of video courses—and create as many playlists as you like.

Get started

Already a member?

Become a member to like this course.

Join today and get unlimited access to the entire library of video courses.

Get started

Already a member?

Exercise files

Learn by watching, listening, and doing! Exercise files are the same files the author uses in the course, so you can download them and follow along. Exercise files are available with all Premium memberships. Learn more

Get started

Already a Premium member?

Exercise files video

How to use exercise files.

Ask a question

Thanks for contacting us.
You’ll hear from our Customer Service team within 24 hours.

Please enter the text shown below:

The classic layout automatically defaults to the latest Flash Player.

To choose a different player, hold the cursor over your name at the top right of any lynda.com page and choose Site preferencesfrom the dropdown menu.

Continue to classic layout Stay on new layout
Exercise files

Access exercise files from a button right under the course name.

Mark videos as unwatched

Remove icons showing you already watched videos if you want to start over.

Control your viewing experience

Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.

Interactive transcripts

Click on text in the transcript to jump to that spot in the video. As the video plays, the relevant spot in the transcript will be highlighted.

Are you sure you want to delete this note?

No

Your file was successfully uploaded.

Thanks for signing up.

We’ll send you a confirmation email shortly.


Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked
Terms and conditions of use

We've updated our terms and conditions (now called terms of service).Go
Review and accept our updated terms of service.