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reference materialHypervoxels
What are hypervoxels? Hypervoxels describe "computed mass" rather than "modeled mass". They are to forms a 3-D version of algorithmic textures. The volume is described mathematically, with a relationship of variables - rather than a specific relationship between points and polygons.

Huh?

The image to the right describes the difference:
 
     
The object on the left is a sphere shape with an algorithmic texture (turbulence) applied to its surface as a transparency texture. The sphere is made of polygons that define the overall volume, based on the space / connection of points and polygons. Right?

The object on the right is a null object, has no polygons, but a hypervoxel definition (turbulence) applied to its "volume" that is formed by a series of variables defining size, texture, and special lighting relationships. See the difference?

Why would you want to use hypervoxels?
They are ideal for describing non-solids or organic forms where specific control over individual elements is not necessary. Unlike the surface effect of bump maps that appear to give volume, you can get very close to the hypervoxel object and see infinite detail in the dimensional texture (sub-pixel displacement).
 
Surface-based or Volume-based Hypervoxels
Surface-based hypervoxels describe space as do polygons: as hollow forms with thinly-defined surfaces. If the layout camera were "inside" a surface-based hypervoxel, you would see nothing, as being inside an object made of polygons. Volume-based hypervoxels, on the other hand, define solids, such as gases, flames, clouds, explosions. Being inside the "mass" of a volume-based hypervoxel, you would see multi-defined variations of the form.
 
Basically what you need to begin:
Hypervoxels are usually assigned to points-only objects or null objects. An object with polygons can be used but since the polygons render and therefore are visible they are usually not desireable since they conflict with the organic definitions of the algorithms.

Establishing settings

1. For the Object Properties set the Geometry > Custom Object settings, to "HV Custom Object" (first window below).
2. For the Object Properties set the Deformations >Add Displacement = "HVParticles" (second window below).
3. Within the Volumetric Effects menu, Add Volumetric = "HyperVoxels 3.0" (third window below).
The only panel which can be edited is the plug-in interface accessed by double-clicking on the "HyperVoxels 3.0" located within the Volumetric Effects window.
 
Example: Animated Volume-based Hypervoxels
      The movie to the left was made using volume-based hypervoxels applied to a group of points which morph from one position to another.

   
 
Basic description of scene and object files:

The original group of points was in a spiral pattern. The morph target was created by placing all points in one position. Remember, points morph just as polygons - you need equal points/polygons to morph!
 
 
above illustration: spiral group of 49 points seen from a side view - Morph Original
(POINTmorph.lwo)
  above illustration: all 49 points from spiral sharing the same position - Morph Target (POINTmorphTARGET.lwo)
Within the scene file, the spiral group of points was rotated and several envelopes were set in the volumetric settings to shrink the size and visibility of the cloud forms over time.

The visibility and size settings for the volumetrics are sensitive to the scale, camera-to-object positions, background and lighting characteristics of the scene file. These elements would need to be carefully tweaked on a scene-by-scene basis.
 
Download the scene file for complete description of settings - VOLexample.lws
The scene file requires the following objects - morph object (POINTmorph.lwo) and morph target (POINTmorphTARGET.lwo).