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 Post subject: ???Basic setup Furax (Weight Maps)???
PostPosted: 19 Sep 2016, 11:47 
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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.
Attachment:
Project_ furax     Scene.jpg
Project_ furax Scene.jpg [ 144.46 KiB | Viewed 1011 times ]

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:
Attachment:
ramp_v03.zip [298.07 KiB]
Downloaded 36 times

NB "ramp" means "disaster" in Dutch... ;)

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 Post subject: Re: ???Basic setup Furax (Weight Maps)???
PostPosted: 19 Sep 2016, 16:45 
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Joined: 08 Jun 2009, 21:11
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Location: Zagreb, Croatia
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.

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 Post subject: Re: ???Basic setup Furax (Weight Maps)???
PostPosted: 19 Sep 2016, 18:37 
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There are some nodes missing in the furax_render tree you can just copy/paste them over.

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 Post subject: Re: ???Basic setup Furax (Weight Maps)???
PostPosted: 20 Sep 2016, 10:48 
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Could you please elaborate on that?

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 Post subject: Re: ???Basic setup Furax (Weight Maps)???
PostPosted: 20 Sep 2016, 14:34 
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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)

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Image rray.de, a resource site for softimage, updated Oct 15th 2016


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 Post subject: Re: ???Basic setup Furax (Weight Maps)???
PostPosted: 21 Sep 2016, 19:12 
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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
FuraxEZSetup.jpg [ 28.99 KiB | Viewed 909 times ]
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 Post subject: Re: ???Basic setup Furax (Weight Maps)???
PostPosted: 22 Sep 2016, 09:36 
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Thank you. Will have to test this next weekend... :ymhug:

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 Post subject: Re: ???Basic setup Furax (Weight Maps)???
PostPosted: 23 Sep 2016, 11:12 
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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]
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 Post subject: Re: ???Basic setup Furax (Weight Maps)???
PostPosted: 23 Sep 2016, 12:53 
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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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 Post subject: Re: ???Basic setup Furax (Weight Maps)???
PostPosted: 05 Oct 2016, 20:47 
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Location: clermont-ferrand france
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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