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Hair revisited

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Does it give any error messages when you try and render? Or does it just render black?

M

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Does it give any error messages when you try and render? Or does it just render black?

M

15903[/snapback]

No, there is no error message, it renders 300 black images (mantra_1, 640x480) !:)

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enclosed you will find another version of the hairball.

maybe this works for you.

15912[/snapback]

Perfect, thanks !!!! :)

I will post some results of my latest version (v1.2)...

Arno

arno_hair_far_field_v1_2.zip

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enclosed you will find another version of the hairball.

maybe this works for you.

15912[/snapback]

Perfect, thanks !!!! :)

I will post some results of my latest version (version 1.2)...

Arno

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This is the latest version.... (v1.4)....

Cheers,

Arno

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This is the latest version.... (v1.4)....

Cheers,

Arno

16803[/snapback]

Did you by any chance mean to attach a file? ;)

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Did you by any chance mean to attach a file? ;)

16813[/snapback]

:D

Yes....

[edit]

Please reload the attachment, since there was still a bug due to the limited numerical precision of VEX.... :(

Hope this is the final release !!!

[edit]

arno_hair_far_field_v1_4.zip

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Hello Folks I am trying to wrtie a RSL shader using the formular proposed by Marschner et al. 2003 at SIGGRAPH. But I am having trouble understanding some of the concept in it . Iam more of a programmer than a mathmetician(my math background isnt that good at all). I am wondering if anyone could simply the formular for me, and post it here. Your help would be greatly appreciated. Thanks!

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Hello Folks I am trying to wrtie a RSL shader using the formular proposed by Marschner et al. 2003 at SIGGRAPH. But I am having trouble understanding some of the concept in it . Iam more of a programmer than a mathmetician(my math background isnt that good at all). I am wondering if anyone could simply the formular for me, and post it here. Your help would be greatly appreciated. Thanks!

17788[/snapback]

Hi,

I

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Hello Arno,

Thanks for the quick respond. I wanted to write a renderman sl shader for Maya. I am having some problems implementing the concept. Maybe you could give me some hint on where I should start. The calculation of R, TT, and TRT seems quite hard for me to understand, the formular in the paper

throws me off at some point. Is there a way you could explain to me how the R, TT, TRT is calculated? Sorry if my questions sound dumb. I want to write my shader using sl and use it with maya. Unfortunately, my math isnt that good either but I really want to be able to understand the whole concept and be able to produce the shader.

Thanks!

Gregory

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Just wondering how to calculate the length of the pentrating ray?

would it be something like 1/cos(theta_t)?

how would you calculate (theta_i ) and (theta_t) and (gamma_t)?

please help me out here!

Thanks

Greg

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Hey Arno

Thanks for your inputs and patience! I am still working on it.. but I guess it might take me sometime to finish the shader. There are still some parts that I didnt understand, I will ask you again when I have my thoughts gathered.

BTW great paper on the topic, helps me to clear out some of the questions!

Thank!

Gregory

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Um, I've gone to the site and the paper I'd like to read is not working with the pages links. Could you double check the pdfs are working for download

Thanks

-k

18003[/snapback]

Hmm... it should work (I had no problems to download it from the site)... If you still have problems, I can sent you a copy via email...

Arno

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Thanks for posting this shader spice. I was having some fun with it today. :)

22724[/snapback]

Nice to see some goodlooking results :) Currently I

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BTW, would it be possible to extract this "hairy ball" geometry, so that I can import it to my proprietary renderer?!

22728[/snapback]

Sure thing, I hope obj format is ok. It's actually only half a furball, didn't want to throw around hairs that you won't see. :P The geometry contains UVs too btw...

Clicky Click

Cheers!

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