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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 06 Aug 2010, 19:45 
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Location: Zagreb, Croatia
Hi,

UV of emitter (PointUV from emit location) is re-mapped to UV of 'cross-section'. To line them up, basically there are two options:

- to add some NURBS surface, close to emitter ('close' means very close, I doing that by shrink-wrapping) , and plug this one in 'filtering NURBS' port. In this case, UV of emitter is replaced by 'filtering NURBS'.

- to model 'cross-section', in a way that all UVs (emitter, all 'cross-sections'), are lining up - that includes UV boundaries too. You can get that by repeating the 'swap UV' (in model> modify > srfmesh ), and inverting normals - some of solutions should match. You can see them by enabling 'NURBS boundaries' in view port. Or just to use copies of emitter - you can 'fit' copies later to get low count of points for tweaking, topology doesn't matter, here.

Cross Sections is actually first styling node I've created, almost two years ago.

Cheers


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 14 Aug 2010, 20:13 
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Location: Paderborn, Germany
Fascinating! Now I feel like a loser, asking for help on hair everytime but never actually doing it.
Can I propose a newbie thread for those who want to make great hair (like izze did) but have no concrete idea how to go about it step by step?
I am saying this because a lot of stupid questions will be asked there (some of them definitely by myself).

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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 18 Aug 2010, 02:02 
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Well instead of kH nodes, I would start with something more generic. Let's say, for modeling part, try to figure out how exactly works the standard XSI 'Deform by surface' operator. For ICE part.. I would play with factory particle/strand examples, and nodes that you can find under 'particle>modifiers' and 'surface>interaction'.

For kH stuff, I have to admit that styling approach is more 'indirect' (sliders, geometry queries, parameters, function curves...), than 'direct' modeling. By taking this article as an guideline - only creation of 'primary shape' belong to 'direct' modeling, 'secondary shape' is somewhere in between, 'tertiary shape' is completely indirect, procedural approach. Also I've tried to avoid a 'classic', curves/guides modeling, as much as I can.
Both because, for a long time that hair systems are available for public, I didn't sow so much good results ('so much' is a nice word), of using *only* 'direct' curves/guides modeling, especially for long hairs.

Anyway, it's not big deal to utilize this nice addon, to create curves from strands, somewhere after 'primary shape', then to use created curves for additional modeling. That needs a few more steps in creation, but I think it's still enough convenient. Possibly I'll add this as an option, in a near future.

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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 22 Aug 2010, 03:18 
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Hi all,

just a WIP of a new modifier called 'Cut By Geometry', that doing... well I think it's pretty obvious what it's doing. Actually there was one in some previous version, with similar functionality, but it wasn't sooo convenient.... This one is a single-step modifier with exactly two parameters ('Enable' and 'Invert').

Cheers

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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 22 Aug 2010, 11:06 
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^:)^ :ymhug: :D

This set is getting better all the time!!

rob

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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 22 Aug 2010, 18:44 
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Joined: 24 Sep 2009, 20:02
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Oh yeah! That looks so neat. (and handy) Is that a poly mesh or nurbs doing the cutting?


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 22 Aug 2010, 19:36 
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izze wrote:
Oh yeah! That looks so neat. (and handy) Is that a poly mesh or nurbs doing the cutting?


It can be any of two. Poly mesh is a much faster. Actually it doing the test, how many strand segments are on front or back side of mesh.

Thanks you, guys.


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 23 Aug 2010, 00:17 
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Very cool, that's the one I was missing but didn't know about it :D

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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 23 Aug 2010, 21:53 
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Location: Zagreb, Croatia
So it's here.

BTW, it's not to much precise, 'unit' for cutting is a strand segment. Also, if it's applied to guides, it's good idea to keep the smooth cutting edge - hair filer needs to find closest guides with similar length and shape, to interpolate correctly.

It's using 'Point In Volume' geometry query - it keeps the strand shape, inside of mesh. It need to be single intersection per strand, if there are many intersections, sum of all will cut the strand. According to the docs, cutting geometry need to be closed. From my test, it's faster to use Point In Volume for this case, than Get Closest Location.

Cheers


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 24 Aug 2010, 22:22 
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Joined: 24 Sep 2009, 20:02
Posts: 135
Thanks a ton!

I wanted to ask a stupid question if you don't mind. How do you create the drop down arrows in your compounds? Like in Follow Curves. There is a Weight and Clump drop down (or Group?), when the compound is expanded. I ask this because, I am editing this compound to expose 100 curve ports, and renaming them numerically. But this makes the compound really really big. Soooooo I wanted to break my curve ports into groups of 25. So I could expand the first group and keep the rest minimized. Only to save space in my tree. (I can't seem to find my answer in the help file)

EDIT: Never mind. It never occurred to me to open the compound in a text editor. Figures, you spend all day on something, and figure it out once you post on the forums.


Also, I assume this will not break anything by doing this. I have 55 curves attached so far and it still seems fine.

Thanks.


Last edited by izze on 25 Aug 2010, 00:10, edited 1 time in total.

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