View Full Version : Hypervoxels Vs Pyrocluster..differences,advantages?
01-15-2005, 03:41 PM
I have recently just tried out Cinema 4D and its particle volumetric shader Pyrocluster.
It seems that there is a big difference in that Pyrocluster can use the volume shape of
the particles emitted ..where Lightwave just can apply voxels on a point pixel basis..?
Anyone who knows the basic technology behind this.?
wouldnīt it be nice if Lightwave could
use voxels and voxeltextures on the whole particle emitted shape instead of every particle..?
01-15-2005, 10:22 PM
geuss you could do the animation with the voxels and bake the animation and then apply it to a shape. Im think that would work just as good.
01-15-2005, 11:26 PM
I havent found that to be a big deal. You can apply HVs to ANYTHING as long as it has vertices. This means that not only particles can be used but objects. An objects shape can be modeled or changed using endomorphs and other displacments. This means that the shape of the HVs change too. You can allso sculpt the shape of HVs using textures or other HVs in various blending modes. Objects that are being displaced can also be particle emitters. All in all theres a lot of leeway with Lightwaves Hypervoxels.
The biggest advantage to me with LW is being able to use textures to control so many aspects of where the HVs are created, their size, color , surface attributes and more.
01-16-2005, 07:16 AM
phamarus is right!
Actual implementation is great but LW's HV really lacks a "whole" volume mode based on absolute particle/vertex position.
You should manage some FX (liquids per example) really easier using this approach: influence radiuses, an appropriate EditFX, weight maps, math-textures and so on.
01-16-2005, 11:27 PM
honestly as a Cinema user let me tell you your better off with HV over pyrocluster. Pyrocluster can ONLY be applied to particles, where HV cna be applied to any object. right now for me to make any object appear to be smoke or soemthign I need to fill its vollume with particles or connect particles to its points (which ever is easier and faster for the specific scene.)
01-17-2005, 09:50 PM
Whats the render speed on pyrocluster like?
01-18-2005, 08:27 AM
i have pyrocluster for max, which it's part of the pro optic suite made by cebas and although it does some very good effects they simply do not matchup to those you can generate with hypervoxels in lightwave, for one they are very slow to render and you cannot preview them in the viewport like you can with hypervoxel sprites...the volme mode
with pyrocluster is okay but never really "get's there" if your truly looking for photoreal output though it is good to have this option with max as nativly there are no voxel render capabilityies for max without buying a volume particle renderer such as pyrocluster or afterburn...cebas has just released a new version of pyrocluster so it may have speeded up and improved now but it still remains that hypervoxel's are built in to lightwave and are of good qualty output and it's quite capable of photoreal output for no extra charge.
01-18-2005, 08:31 AM
Cool. Thanks Steve :)
01-18-2005, 12:02 PM
Hmm..I think That I was wrong when I thought that Pyrocluster could assign volumetric voxels
to the whole shape of the particle emitter,and it seems that it canīt be used on objects?
Anyway..I do agree with many of you,do think that itīs easier to set up hypervoxels in Lightwave...it gives a vast range of procedural textures and a pretty fast preview with viper.
However I still wonder if it wouldnīt create better effects if it could be applied to the whole
shape of the emitter or an object, as it is now it will be assigned on every vertex,particle and in volumetrics mode it looks very tiled and blobby and not that flowing streamlined
texture to the overall shape.
what Im looking for is simular to adding the volumetric voxel mode to a null object but
with the overallshape of an object created..it just wonīt look that good as it does on nulls..
(o yeah its that trying to get god voxelclouds)
A blending Mode for the volumetric voxels like surface mode could be nice.
01-18-2005, 04:05 PM
not sure what the render speed is like on the max version but on the cinema 4D version the general rule I use is, whenever you use a default, check your world step size and drop it dramatically. I can usually cut the defautl settings rendertimes in at least half.
Overall its quite god for me
Here is a Render I still have up on my server
01-20-2006, 10:00 AM
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