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orient on Fur Procedural


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Hi,

I was wondering how/where to add orient attribute on Fur Procedural?

In my example I have used a shelf tool to create fur and added orient attribute in /obj/hair/fur/ if I render /obj/hair/fur (for that delete geometry -> procedural shader line) I can see the effect of orient. So I would like to use it the same way on fur procedural (/obj/hair/fur/shopnet1/furgeometry). So how can I feed those attributes to fur procedural geometry shader?

Thanks

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I was wondering how/where to add orient attribute on Fur Procedural?

for the sake of the internet.

here's how to orient a fur. there's two steps.

1: in the cvex guide shader export a vector attribute called 'orient'

2: in the fur rendering object, add the dicing parameter called 'shade curves as surfaces'

here's an example of randomly orienting ribbons of fur to make a patch of lawn.

post-4364-130868565496_thumb.jpg

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  • 5 weeks later...

oops, sorry. that hip file had some otls that i forgot to embed.

reposting a clean file...

Sorry Tomas for stealing your thread for a bit.

Hi Brian,

this isn't related to the thread topic but i stumbled across your reply - I trying to find out how to embed otls into hip files, apparently HQueue can't or doesn't read otls.

Following odwiki's info, at "Operator Type Manager", Config Tab, ticked "Save Operator Definitions to Hip File". Send it to the farm again and it still doesn't render the surface geo assigned with the <custom shader>.otl. Do you happen to know what's going on?

Thank you!

eitht.

Edited by Eitht
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