spice Posted January 13, 2005 Share Posted January 13, 2005 (edited) Hi odforce community, I did a lot of research on fiber (hair) rendering and implemented many of previous and own approaches for my proprietary ray tracing engine. I think it arno_hair_far_field_v1_1.zip Edited January 24, 2005 by spice Quote Link to comment Share on other sites More sharing options...
Jason Posted January 13, 2005 Share Posted January 13, 2005 I haven't look at it yet, but thanks Arno! Very exciting.. It's an encrypted VEX file and there may or may not be a way to create an OTL from it since they're easier to handle. This is using the Index Files system currently. Has anyone made an encrypted VEX OTL yet? If anyone gets a hairball running with this shader, please share It may be a nice starting point for everyone. Quote Link to comment Share on other sites More sharing options...
spice Posted January 13, 2005 Author Share Posted January 13, 2005 I haven't look at it yet, but thanks Arno! Very exciting..It's an encrypted VEX file and there may or may not be a way to create an OTL from it since they're easier to handle. This is using the Index Files system currently. Has anyone made an encrypted VEX OTL yet? If anyone gets a hairball running with this shader, please share It may be a nice starting point for everyone. 15755[/snapback] How should I compile the sources ?? Quote Link to comment Share on other sites More sharing options...
Jason Posted January 13, 2005 Share Posted January 13, 2005 How should I compile the sources ?? 15759[/snapback] I've posted a query on the SESI Forum and perhaps we'll get an answer on that one. Currently I've only ever seen OTLs which are not encrypted and therefore include the entire source code in the OTL. EDIT: Usually you compile using the vcc -L and/or -M switches to create an .otl instead of a .vex file. If you don't mind having unencrypted compiled code (hard enough to reverse engineer) but just dont want to include the source code in the OTL, then I think you can compile a dummy .vfl which does only a #include of the real source file. It won't follow the #include when pulling the source into the OTL but will include a compiled version of the code in the OTL. Quote Link to comment Share on other sites More sharing options...
spice Posted January 13, 2005 Author Share Posted January 13, 2005 EDIT: Usually you compile using the vcc -L and/or -M switches to create an .otl instead of a .vex file. If you don't mind having unencrypted compiled code (hard enough to reverse engineer) but just dont want to include the source code in the OTL, then I think you can compile a dummy .vfl which does only a #include of the real source file. It won't follow the #include when pulling the source into the OTL but will include a compiled version of the code in the OTL. 15760[/snapback] All right, I uploaded the OTL library (and replaced the previous upload) !!!! Quote Link to comment Share on other sites More sharing options...
Jason Posted January 13, 2005 Share Posted January 13, 2005 All right, I uploaded the OTL library (and replaced the previous upload) !!!! 15764[/snapback] Thanks Arno! That should be easier now... Quote Link to comment Share on other sites More sharing options...
puma.snyder Posted January 13, 2005 Share Posted January 13, 2005 Thanks very much ! Quote Link to comment Share on other sites More sharing options...
deecue Posted January 14, 2005 Share Posted January 14, 2005 Wow, nice stuff Arno. Really appreciate the contribution.. If anyones interested, here's a quick render test to see what this baby can do at default: Quote Link to comment Share on other sites More sharing options...
spice Posted January 14, 2005 Author Share Posted January 14, 2005 (edited) Wow, nice stuff Arno. Really appreciate the contribution.. Thanks but dont forget, that all parameters are "per vertex". The default is elliptical hair, so it Edited January 18, 2005 by spice Quote Link to comment Share on other sites More sharing options...
spice Posted January 14, 2005 Author Share Posted January 14, 2005 By the way: Currently I Quote Link to comment Share on other sites More sharing options...
spice Posted January 17, 2005 Author Share Posted January 17, 2005 !! BUGFIX !! This is v1.0 of arno_hair_far_field.otl... EDIT:[ Replaced by version 1.1. ] arno_hair_far_field_v1_1.zip Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted January 17, 2005 Share Posted January 17, 2005 !! BUGFIX !! 15813[/snapback] Cheers Arno!!! I haven't tried it yet (just got back) but I wanted to shout out a big "THANKS!" for sharing the implementation. Now I need to find a copy of that paper and go through it with your implementation (and enhancements/corrections) next to it -- I'm sure it will be very educational. Thanks again! Quote Link to comment Share on other sites More sharing options...
spice Posted January 19, 2005 Author Share Posted January 19, 2005 Cheers Arno!!!I haven't tried it yet (just got back) but I wanted to shout out a big "THANKS!" for sharing the implementation. Now I need to find a copy of that paper and go through it with your implementation (and enhancements/corrections) next to it -- I'm sure it will be very educational. Thanks again! 15816[/snapback] The otl lib does not contain the sources, but if you are interested I send you the code... Arno Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted January 19, 2005 Share Posted January 19, 2005 The otl lib does not contain the sources, but if you are interested I send you the code... 15833[/snapback] Ah.... I see... I was hoping to sit down with it sometime next week, but I guess I wouldn't have been much the wiser for it I now see that it's a shader (just unzipped it right now) and that it's been stripped of the vfl code... should have checked earlier, sorry... Nevertheless, I'm still thankful that you decided to share, even in that form, so my initial effusive reaction still stands But yes; I would certainly appreciate it if you could share the code -- though I totally understand if that's not a possibility (I don't want to push for something you hadn't intended to do). Alternatively, if you're uncomfortable with giving away the code, you could just just hang around here at od[force] and help out someone else who might be attempting an implementation of this thing (such as myself in the hopefully not too distant future ). Cheers! Quote Link to comment Share on other sites More sharing options...
spice Posted January 21, 2005 Author Share Posted January 21, 2005 Latest version (1.1) of arno_hair far field Thanks a lot for your beta-testing !!! arno_hair_far_field_v1_1.zip Quote Link to comment Share on other sites More sharing options...
spice Posted January 26, 2005 Author Share Posted January 26, 2005 OK, here comes an update: version 1.2.... (plus a little tutorial how to customize it) But I arno_hair_far_field_v1_2.zip Quote Link to comment Share on other sites More sharing options...
sibarrick Posted January 28, 2005 Share Posted January 28, 2005 Looking really nice. Great stuff. Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted January 28, 2005 Share Posted January 28, 2005 But I Quote Link to comment Share on other sites More sharing options...
djpeanut Posted January 31, 2005 Share Posted January 31, 2005 Hi Arno, Your hair shader is looking great. I recently posted a message on the General forum about modelling and shading hair but didn't get any response I'm wondering if you would be able to post the HIP file you used for the hairball above, as I'm in need of a starting point for using the shader? Incidentally, I'm currently doing my undergraduate dissertation in 3D modelling from nature, and I'll make sure you get full credit if I use your shader. Quote Link to comment Share on other sites More sharing options...
djpeanut Posted January 31, 2005 Share Posted January 31, 2005 No matter... I found a nice hairball on the other Hair thread Quote Link to comment Share on other sites More sharing options...
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