1. Start by opening up Modeler.
We will start to place some points that
we will use to control the Hypervoxels
that will make up our asteroid field.
Use the Spray Points tool
(Create > Spray Points) and spray out
a random mass of points. Something like
figure 1.
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2. Unless
you live in miniature-world, asteroid fields
are usually bigger than a few meters.
So use the zoom tool
and zoom out your view ports so the grid
is let's say 100m. And use the Size tool
(Modify > Size) and scale it up so its
diameter is about 500m.
Now Save this object
and fire up Modelers trusty companion Layout!
Time to get asteroiding!
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3. Load
up the asteroid points and position the
camera to a good view of them, kind of
like figure 2.
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4. Time
to start creating cute little asteroids
for your Star destroyer to blow up in a
fiery cloud of space dust! Under the Scene tab,
select Volumetrics and in the
dropdown menu saying Add Volumetric select HyperVoxels,
then double click on the HyperVoxels
3.0 that will appear beneath the menu.
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5. Now
that we have the HyperVoxels 3.0 window
open, lets open the VIPER too,
so we can see what we are doing. I like
to have the VIPER and the HyperVoxels
windows parallel in my workspace.
Back to the HyperVoxels window.
The first thing we need to do is tell HyperVoxels to
use our points. On the left side of the
window is an Object Name list.
Select the asteroids object and then click
the Activate button just above
the list. Then click Render in
the VIPER window.
White blobby masses.
Cool.
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6. Let's
shape these sloppy white balls into strong
feisty asteroids! First we need to do something
about the size of them. In the right part
of the HyperVoxels window, there
is the Geometry tab. Under that
we see Particle Size. Decrease
that until you get a good size for the
balls, there shouldn't be too many blobs
that "blob" into each other.
8 meters should be enough for this object.
Now we are going to put some random sizes
to them, so change the Size Variation to
200%. Now it will look alot more randomized
and chaotic.
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7. Now
let's asteroid these asteroids! You might
want to change the VIPER to Preview
only a single particle. In the top of the VIPER window,
under the Preview Options dropdown
menu, select Particle Preview.
It should now render out a single blob
of white. It's a representation of a single
asteroid. Perfect for when we surface them.
We will start by modifying the "geometry" of
the asteroid, using the tools found under
the HyperTexture tab.
Start by changing the Texture to
anything, we are going to take a look at
the different ones and then select the
one that will suit our options best. Take
a look at the pictures below to see what
the different textures to do your poor
little HyperVoxel. I have changed the Amplitude to
200% for illustrative purposes.
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Smoky1 -
Cool eh? Without the use of ANY polygons!
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Smoky2 -
Funky. Could be useful to some people?
But not for our foxy..i mean voxly asteroid.
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Smoky3 -
Trippy! Throw a rainbow gradient on that
and yay,1970!
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Turbulence -
Kind of useful for our purpose. But bland
like an english suburb on a rainy day.
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Dented -
It's the invasion of the 50 ft white boogers!
With a bit of tweaking this could make
a good asteroid as well.
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FBM -
Thinking that i get this from a single
vertex, it gives me such a warm and fuzzy
feeling!
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Theatergoer -
It kind of looks like it's being devoured
by voxel eating bacteria, don't you think?
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Hybrid Multi-fractal -
For such a fancy name it doesn't really
do much, does it? But it's all in the tweaking!
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We will go for a tweaked Dented one.
It will give us a rather nice looking asteroid.
You can add a reasonable
about Frequencies or Octaves without
sacrificing too much render time.
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8. Now
lets put some colour on it. Switch to the Shading tab
in the Hypervoxels window. Now this works
pretty much exactly like the normal Surface
editor. You have a Texture editor and
an Envelope editor, and all the
channels you would expect when surfacing
an object. Start by changing the base colour
of it by clicking on the little white square
just to the right of the colour channels
RGB values. There you can select, like
me a grey-brown colour. But feel free to
make a magenta coloured asteroid if you
want. Now open the Texture editor by
clicking on the little "T" icon
that's to the right in the colour channel.
Now we are in the Texture editor.
When it opens it defaults into an Image
map-mode. So change the Layer
Type to Procedural Texture.
Then start to tweak out a nice texture,
add several layers if you wish. I will
go with just one very dark brown layer
of Turbulence.
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9. Now
we will modify the Diffuse channel,
so open the Texture editor for
it, just like you did with the colour channel.
But change the Layer Type to Gradient.
Change the Input Parameter to Bump.
And then set the keys in this fashion (to
set a key, click in the white vertical
bar. Your gradient will show up here).
One at a Parameter of
0.0 and Value of 50% and another
one at a Parameter of 0.2 and
a Value of 75%. And a last one
at Parameter of 1.0 and a Value of
100%.
This will make the recessed
areas of the asteroid a bit darker than
the outer, more exposed areas.
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10. Finally,
open the Texture editor for the Bump channel.
Set the Layer Type to Procedural
Texture and select the Crumple texture.
Change the values so you get a good defined
bump over the asteroid.
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11. Now
lets see how our asteroid field look! Highlight
the main LightWave window and press F9.
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12. It's
a good start but looks pretty mood-less,
so let's add some good lights to it! That
will spruce it up.
Start by turning off
the Ambient Light. Ambient light
is evil in space scenes. Now increase the
Intensity of the main light to about 200%
and give it an off white colour. Rotate
it so its almost facing the camera on a
top-down angle.
If we render now it will
be pretty dark, but with some nice edges
being seen.
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13. So
lets add another light to illuminate these
hunks of space rock a little more. Create
another Distant Light. Give it
a reddish colour and an intensity of about
100%. Aim it an an almost opposite angle
as the first light. You can also add a Point
Light far beyond the asteroid field
and give put a lensflare on it.
And there you have it!
A nice asteroid field to fly your ships
into to be come obliterated in a cloud
of fire and molten voxelrock.
And all we used was a
bunch of points. cool, eh? This way you
can add gazillions of asteroids without
having to worry about such silly things
like polycounts.
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I have included a second
scene file for the image below. Feel free
to dissect it and examine.
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