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 Post subject: Re: Kristinka C
PostPosted: 16 Dec 2009, 17:49 
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Joined: 25 Jun 2009, 23:35
Posts: 50
appreciated! (BTW, the previous versions have always worked flawlessly on my 7.0.1 vista 64/ now win7 64. This after reading all the posts regarding problems.)


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 Post subject: Re: Kristinka C
PostPosted: 22 Dec 2009, 03:22 
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Joined: 08 Jun 2009, 21:11
Posts: 140
Location: Zagreb, Croatia
Thank you guys

So what new we have here, is a fur 'vector field'.
Basically, fur takes it's orientation from emitters UVs, but direction is modified by rig of nulls. That gives a much smoother interpolation than taking the whole orientation directly from surface, also it helps in avoiding visible UV seams.
As you can notice, UVs that I've used is just an "ordinary" UV layout. Fur shape is modeled by ICE compound, something similar to factory strands compounds. Here I've used only one shape, but it is possible to combine many of them.

Image

It's a single point cloud with single ICE tree - and just another one that creates necessary attributes on emitter.

Image

Next time, I hope I'll show fur dynamics. It really isn't ground breaking, but it should be very simple for use.

Cheers

And of course, here is draft render - for hair, I've used existing "Follow Nurbs" modifier (yes I wrote tutorial for that :) )


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 Post subject: Re: Kristinka C
PostPosted: 31 Dec 2009, 02:15 
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Joined: 08 Jun 2009, 21:11
Posts: 140
Location: Zagreb, Croatia
Hi all,


I've updated "Follow NURBS" styling tutorial for new version of compounds.
Tutorial online is here.
Download, together with support files, is here.


Cheers

...and that's a 'one point' dynamics. Actually, strands just follows the point simulation. I'll work more on this one.




Cheers again, and Happy New Year!


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 Post subject: Re: Kristinka C
PostPosted: 31 Dec 2009, 13:09 
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Joined: 26 Sep 2009, 15:51
Posts: 101
Location: Bonn, Germany
Awsome. Looking forward to the release \m/ !

Happy new year!

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 Post subject: Re: Kristinka C
PostPosted: 02 Jan 2010, 09:37 
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Joined: 21 Aug 2009, 07:49
Posts: 14
many thanks for this, Mathaeus...your effort in documenting this is greatly appreciated! ^:)^ \m/ :)


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 Post subject: Re: Kristinka C
PostPosted: 03 Jan 2010, 22:03 
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Joined: 08 Jun 2009, 21:11
Posts: 140
Location: Zagreb, Croatia
Hi all,

It's there. Almost all mentioned features are present, including a few of new generators/modifiers: the one that interpolates strands between two NURBS surfaces, also special 'Bend' modifier. "Bend" is my personal favorite, I hardly prevented myself from adding this one in every sample :). What isn't there, it's interpolation of hair point cloud over 'Generate strand trails' factory compound - that will need a bit more work to make it stable.

So how it works:

First step is, always, polygon mesh with texture projection. There is no need for tangent map. Second is compound that generates point cloud, strands and basic attributes, here it's called 'Strand Sample Set' or 'Strand Grid'.
Then, there are three kind of compounds for generating strand's profile: Bezier curves between NURBS surfaces, that's called 'Cross Sections'. Strand positions derived from NURBS surfaces or curves, that's called 'Follow'. And, procedurally generated strand profiles, that is 'Fur'. All three can be used in the same point cloud, if that makes sense.
On top of that, deformation compounds: curls, bend, turbulence, randomize, grouping...
At the end of the day, second, optional point cloud that fills the strands over the first one, but it also can carry deformations.

Under the hood, it's endless variation of famous 'Fill interpolated array' - or - 'Build linearly interpolated array' compound, creativity with geometry queries, something from Phil Pack, something from MT Strands....
... so, for more specific ICE tutorials, I would go to already written stuff, like MT Strand samples, Thiago's tutorials, so on.
Also, just common tutorials for every 3d software, about NURBS modeling, very simple math such as add, subtract, modulo, lerp, divide, multiply.... , basic rigging stuff, up vectors, direction constraints...

All stuff is created with XSI 7.01, using factory nodes, so it should work nicely with all versions above 7.01.


Download compounds and samples, here.

Cheers


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 Post subject: Re: Kristinka C
PostPosted: 04 Jan 2010, 14:01 
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Joined: 05 Jun 2009, 10:24
Posts: 75
Location: Leipzig, Germany
Man, you are AWESOME! Thank you so much for all the effort, that you put in this.


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 Post subject: Re: Kristinka C
PostPosted: 04 Jan 2010, 17:43 
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Joined: 26 Sep 2009, 15:51
Posts: 101
Location: Bonn, Germany
Wow, best christmas gift =p~
Thank you very much for making this available for free.

Seems with this big a toolkit, we actually need hairdressing skills now

http://www.pxlshots.com/im...

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 Post subject: Re: Kristinka C
PostPosted: 05 Jan 2010, 01:41 
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Joined: 08 Jun 2009, 21:11
Posts: 140
Location: Zagreb, Croatia
Thank you guys

Well I'm primarily game artist, so most important hairdos for me, are something like in image :). fairies, elves, so on... at least for now. Anyway, I've tried to avoid anything with a very high density hairs in samples, because Mental Ray become deadly slow on these areas, and tends to 'melt' shading of many hairs into one. Just be careful with heavy clumping, braids... Adding some randomness on these areas can help a bit.

Image


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 Post subject: Re: Kristinka C
PostPosted: 20 Jan 2010, 21:07 
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Joined: 26 Sep 2009, 15:51
Posts: 101
Location: Bonn, Germany
Hi Anto,
I noticed a strange thing when using the hair color attribute in the render tree:
When the number of points exceeds a certain number (which seems to be different for every scene), the colors are garbled up when rendering (while they are fine in the viewport)

Here's an example (I appended the scene I used also)

First picture is Rate=10000 in the kH Strands SampleSet compound
Second picture is Rate=10001

Attachment:
maybebug.jpg
maybebug.jpg [ 107.75 KiB | Viewed 416 times ]


I can't figure out what's happening, may be anyone knows what going on :-!
(scene: http://www.megaupload.com/?d=FFJXH31O)
Cheers,
Reinhard

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