Asteroids . . . . .
Ok,
this is part three of the tutorial Planetary Rings in Lightwave 7. If by chance
you came to this page by way of an outside link, You can find the first part of
this Tutorial . . . . HERE
For those continuing on . .We begin the Layout Portion of this
tutorial. . .
Step 13: Now load your planet_rings.lwo into
layout and let's work . . . At this time you should open up viper as well, because
we are going to need this in order to apply texture to the Voxels. . . . Speaking
of Voxels, go to Scene Tab\ Effects \ Volumetrics, and in the
dropdown menu saying "Add Volumetric" select HyperVoxelsFilter,
then double click on the HyperVoxels 3.0.
When the menu launches you will see all your layers stacked neatly on the left-hand
side . . .
Fig 13 
Step 14: With Viper open place your HyperVoxel
control panel right along side of it so we can see what we are doing.
Ok, . . the first thing we need to do is to convert all of our points to HyperVoxels.
We do this by selecting the first layer of our object in the Object Name window,
planet_rings: layer1.
Highlight this by clicking on it, and activate it with the button above that says
Activate :D . . . . . . . Look
. . . round things . . How cool is that . . .
Fig 14 
Step 15: Now we get to do our magic
here . . And the first order of business is these blobs are way too big . . We
need to make them smaller. In the HyperVoxel panel Geometry Tab
you will see Particle Size, let's decrease the value here. The
idea is that we want the objects not to blob into each other too too much.
Of course there will be some that blob together because " asteroids are anything
but uniform ", However let's try to keep particales that join together down to
about 5% to10%. To do this you should choose about 60 feet for the particle size,
and because we want our 'roids to be different sizes, set the Size Variation to
250% . . .
Now you may not like this size, you may like something different. Be your own
judge; remember this tutorial is just a guideline for you to follow.
Fig 15 
Step 16: Now let us work on the texturing
of our asteroids . . . On the viper window top right corner, change the Preview
Options to Particle preview. This should load a single
particle for us to work on. I usually set my viper out of Draft mode so I can
see the surfaces better it is slower to render but the image is cleaner. Just
uncheck the Draft Mode box in the lower left-hand corner.
Fig 16 
Step 17: Now what we need to do is break up
the smoothness of our asteroids, so under the HyperTexture Tab
In the Texture menu, . . . pick one of the 8 selections there. I choose
Smoky 1 and adjusted the settings, you can use these settings if you
like, but search for something that suites you best. We don't want to make our
asteroids too bumpy because in a far shot they will look too lumpy with too much
texture, so pick something with a slight surface distortion.
Fig 17 
Continue to part 4 .... here