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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 31 Oct 2010, 03:05 
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Location: Zagreb, Croatia
izze wrote:
Is there a way to UV the emitter poincloud for texturing purposes? Some way with kH_EmitPointUV? Thanks.


If you mean transferring color from emitter object to Point cloud, it is: Apply Texture Map to emitter > connect projection (if emitter is NURBS that's probably "UV", if it's mesh, existing one). In Point Cloud, factory node "Get Texture Map Color">Set Data with "Self.Color".


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 01 Nov 2010, 02:28 
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Thank You.


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 05 Nov 2010, 18:14 
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When morphing a poly mesh with emit fur, the hairs change at each frame. Is there any way around this?


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 05 Nov 2010, 18:31 
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Or get Kristinka to detect trimmed surfaces? I am trying to make a beard and there has to be an opening in the mouth in the surface. Thats why I started with Fur on a polymesh, but it keeps shifting when animating.

Sorry to be such a pain.


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 05 Nov 2010, 22:34 
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Well, just nodes related to fur, are tested much more than another ones.... As it is in the latest pack, compound called 'kH2 Init MeshUV Emitter' should go *on top* of all deformers in stack (let's say, above envekope in the animation part of stack), and 'kh2 Init Mesh Static', *bellow* all deformers.

If this isn't convenient (I agree it isn't), you can leave the 'emitter mesh' without any deform opearator, and take the all deformations from another mesh (it should be exact copy, with same topology). Now it's only single ICE tree on emitter mesh, like this one.

cheers,


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 06 Nov 2010, 02:42 
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Right on. Thanks for taking the time to respond. Sorry to bother so much. Cheers!


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 08 Nov 2010, 17:42 
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Okay, I have rebuilt everything using nurbs surfaces. Now that I am in the animation process I noticed that I will now have to use the kH2 Strand Turbulence instead of KH2 Turbulence. But I have no idea where to plug it into my tree. HERE is a screen of my tree. Thanks.


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 08 Nov 2010, 18:33 
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I think this node goes into a kH2 Push compound, which moves the strand positions inside their local coordinate system.

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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 08 Nov 2010, 18:38 
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That seems to work. I will continue to test. Thanks!


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 Post subject: Re: Kristinka Hair 2.0
PostPosted: 11 Nov 2010, 21:54 
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izze wrote:
Okay, I have rebuilt everything using nurbs surfaces. Now that I am in the animation process I noticed that I will now have to use the kH2 Strand Turbulence instead of KH2 Turbulence. But I have no idea where to plug it into my tree. HERE is a screen of my tree. Thanks.


Purpose of this is to allow the turbulence to modulate some other parameters along strand, not only pushing, let's say, now it's possible to add kH2 Strand Turbulence to kH2 Strand Curve.... even I have to say that I didn't found some especially smart usage of all that :) - no big deal to revamp the old way....

Btw, when using the 'fur' compounds, you can put a small compound called 'kh2 fur profile' into the 'fur' node ( into the 'strand array', and 'deform up vector'), and get curved strands - or combine a few of 'kh2 fur profile' with factory Linear Interpolate node. This way has some sense :) -at least I think so.

Cheers


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