???Basic setup Furax (Weight Maps)???

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FuraxAuthor: Benjamin Malartre
From the documentation linked below (red.): Furax is a set of ICE compounds for grooming hair using the surface/volume of a polygon mesh guide. Furax was originally developed at Ellipsanime Studio and used on the TV series »The Linkers and Boulle & Bill«. A Furlax setup is composed of four objects: a polymesh emitter, a polymesh cage, a guide point cloud and a render point cloud. In the end, at rendering stage, only the render point cloud is used. We animate the hair strands via simulation and/or rigging of the cage object. It's a solid but not accurate framework for the animation of hair as it will be moved in packets instead of per fiber.

Demo video

local backup: FuraxWorkgroup.rar Furax.scn (demo scene)

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Hirazi Blue
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???Basic setup Furax (Weight Maps)???

Post by Hirazi Blue » 19 Sep 2016, 11:47

As you might know benmalartre shared a scene with some ICE compounds to generate hair from geometry, called Furax a while back.
I would very much like to understand how to set this up and have been trying to recreate the setup in my own scene, but now I have run into some problems:
the 'Hair_Emitter" has a point-cluster named “Hair” on which lay a couple of Weight Maps.
It is unclear to me what these different Weight Maps (named Clone_Map, Density_Map, Spread_Map, SpreadRoot_Map and SpreadTip_Map) do and how to properly generate them.
Creating all the maps and painting the Density_Map leaves me with the following result.
Project_ furax     Scene.jpg
It's plain to see the guides (red) are generated, but the hairs are not extruded to follow the guides...

Help would be very welcome at this point... :-ss

Here is the scene I have created:
ramp_v03.zip
(298.07 KiB) Downloaded 38 times
NB "ramp" means "disaster" in Dutch... ;)
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Mathaeus
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Re: ???Basic setup Furax (Weight Maps)???

Post by Mathaeus » 19 Sep 2016, 16:45

Shot in dark, anyway what's state of 'Clone_Map', is it at more than zero. Perhaps this one has something with final hair generation. These dots on surface are ICE particles, I guess. Is there a hair length parameter, if so, what's value. What is particle shape, is it segment, as it should be for strands.
Names of other maps sounds similar to features of XSI standard hair, anyway, I think it worth to put some non zero value on them, too.
The renderer "turtle" used by this scene, is not currently available. The "turtle" renderer will be used instead.

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rray
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Re: ???Basic setup Furax (Weight Maps)???

Post by rray » 19 Sep 2016, 18:37

There are some nodes missing in the furax_render tree you can just copy/paste them over.
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

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Hirazi Blue
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Re: ???Basic setup Furax (Weight Maps)???

Post by Hirazi Blue » 20 Sep 2016, 10:48

Could you please elaborate on that?
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Re: ???Basic setup Furax (Weight Maps)???

Post by rray » 20 Sep 2016, 14:34

Was a bit short on time :- :-
I noticed in your scene there were some internal compounds missing inside the Furax_Render compound as compared to the original Fumax scene.
Open Fumax.scn, you'll find them in the render hair pointcloud->ice tree->Furax_Render - they're the ones at the bottom (brown colored). You can select them all, copy, open your scene, open your Furax_Render compound, paste them there and reconnect them to the execute node.

(Btw I only discovered now that copy/paste works between scenes)
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

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Re: ???Basic setup Furax (Weight Maps)???

Post by FXDude » 21 Sep 2016, 19:12

Hi,

Quickly gave it a go,

Indeed Furax involved a few things to be setup on sources for strands to even show-up.

So here's a "DigitalAsset" version allowing for arbitrary inputs
(with no shading, which I'll probably include shader from up-coming "HairDew" and expose a bunch of Furax's ice node settings)


Density can be modulated by a WeightMap but will still emit (constant rate value) if no WeightMap is present.

It previously required a cluster specifying root points of GuideMesh, which is now defined by whichever guidemesh point is within the volume of a slightly pushed clone of the input Head.

So you should just be able to import "FuraxEZSetup.emdl",
drop elements in their respective input groups (starting with the head) and that's it!

Cheers & let me know if any issue,

FuraxEZSetup_0.2.zip
Attachments
FuraxEZSetup.jpg

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Hirazi Blue
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Re: ???Basic setup Furax (Weight Maps)???

Post by Hirazi Blue » 22 Sep 2016, 09:36

Thank you. Will have to test this next weekend... :ymhug:
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Re: ???Basic setup Furax (Weight Maps)???

Post by Hirazi Blue » 23 Sep 2016, 11:12

The FuraxEZSetup works like a charm. So again, many thanks for that. ^:)^

I made three small alterations to the model:
I turned off the render visibility of the "Emitter--ICEClone" and the "GuideMesh--ICEClone"
and set the "View Visibility" on the "GuideMesh-InputGroup" to "Show members".
Attachments
FuraxEZSetup2.zip
(402.63 KiB) Downloaded 44 times
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Hirazi Blue
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Re: ???Basic setup Furax (Weight Maps)???

Post by Hirazi Blue » 23 Sep 2016, 12:53

One more question: why doesn't the hair render in Redshift? I add a Redshift Hair Shader, but the hair just doesn't render... :((

edit: gumSax over at the Redshift forum pointed out that the shape type has to be set to "Segment"...
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Re: ???Basic setup Furax (Weight Maps)???

Post by benmalartre » 05 Oct 2016, 20:47

I've packaged the tool as a workgroup and made a small documentation
http://benmalartre.free.fr/pages/docs.php?id=Furax

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Re: ???Basic setup Furax (Weight Maps)???

Post by Hirazi Blue » 05 Oct 2016, 22:27

Thanks!!! :-bd
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