HyperVoxels and other
volumetric effects are used for rendering phenomena
such as smoke and fog, which absorb
and diffuse light without reflecting it directly??”
effects that cannot be approximated easily using
traditional polygon-based modeling.
A Partigon Emitter, on the other hand, generates single-point polygons, particles
that render without HyperVoxels. Partigons can cast and reflect light directly, and
you can apply surface characteristics to them. Use Partigons to produce particle
systems made up of discrete, tiny objects, such as snow, confetti, or the spray
of a sparkler.
Figure 13.1 You add a particle emitter from
the Add category of the Items tab, just as you
would with an object, light, or camera.
Figure 13.2 After an emitter is
added, you can apply a name to it
and tell LightWave to make it an
HV Emitter or a Partigon Emitter.
4. After the emitter is added, you??™ll see an outlined box in the Layout view, and the
FX_Emitter panel will pop up (Figure 13.3). In the timeline at the lower right of
the interface, set the last frame of the animation to 200.
Figure 13.3 After a particle emitter is added to Layout, it is represented by a bounding box,
and the FX_Emitter panel appears.
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