yongbin Posted March 25, 2011 Share Posted March 25, 2011 I stucked again. I think if I fix "area" attribute at somewhere (in a scene), and at fur node, number of strands will same. But when I transformed some points of geometry, the number is slightly changed. Is that a bug? and how can I keep the number of strands? Quote Link to comment Share on other sites More sharing options...
Owl Posted April 5, 2011 Share Posted April 5, 2011 Hi, have you tried rest (rest position node)? Quote Link to comment Share on other sites More sharing options...
anim Posted April 5, 2011 Share Posted April 5, 2011 ... I think if I fix "area" attribute at somewhere (in a scene), and at fur node, number of strands will same.... "area" attribute is the key, but somewhere in the scene? you need to know where you put it it must be calculated on the skin geometry before any deformation so put the Measure SOP (with Type set to Area) before nodes that deform your geometry You don't need rest attribute, it's calculated automatically by Fur, you can set reference frame for Rest calculation if you wish Quote Link to comment Share on other sites More sharing options...
Owl Posted April 5, 2011 Share Posted April 5, 2011 (edited) measure fails for me, but rest works thou furRest.hip Edited April 5, 2011 by Owl Quote Link to comment Share on other sites More sharing options...
anim Posted April 6, 2011 Share Posted April 6, 2011 my bad, I though that you are talking about Fur Object, not Fur SOP, sorry Quote Link to comment Share on other sites More sharing options...
yongbin Posted April 11, 2011 Author Share Posted April 11, 2011 yes, rest works! thank you Owl and anim. Match skin's rest and guides' guideorigin attribute, and I have proper result. Quote Link to comment Share on other sites More sharing options...
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