mattc01223 Posted December 2, 2003 Share Posted December 2, 2003 Hi All I'm working on a cat character at the moment and I'm trying to find some way of getting fur on him. I've no idea where to start in terms of writing a VEX shader to accomplish this so I've decided to try the VEX wire method. However - I don't want to copy a curve to each point of the model because I don't want to increase the density of the mesh - I want to have wires copied everywhere inbetween points as well. I was hoping to control the length, density and colour through texture maps applied to the mesh. Any ideas?? Thanks Matt Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted December 2, 2003 Share Posted December 2, 2003 This may help...as starting point. uniform.zip Quote Link to comment Share on other sites More sharing options...
mattc01223 Posted December 2, 2003 Author Share Posted December 2, 2003 Thanks for the help Andrew - the only thing is that I could not get it to render - or more precisely - when i render the RGBA channels are blank and I could not work out why this was - also will the particles stay attached to an animated character? Thanks Matt Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted December 3, 2003 Share Posted December 3, 2003 Sorry...i have played with point instancing before posting and forgot to turn it off therefore render has failed. That was an example of how to evenly distribute particles on patches with varied size though it is not complete fur solution. Cause you have asked to "idea" only. You can find here a method of attaching curves to particles and making particles to take into consider an object deformation. Though, let me remind you once again it is not complete solution. PS The solution for polygon object would be probably different. glue_and_instance.zip Quote Link to comment Share on other sites More sharing options...
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