Mario Marengo Posted December 29, 2004 Share Posted December 29, 2004 Jason has convinced me to publish a VEX version of my hair shader. 15637[/snapback] That's great news! Thanks in advance Arno I already converted the surface shader function, but since I Quote Link to comment Share on other sites More sharing options...
spice Posted December 30, 2004 Share Posted December 30, 2004 Great, that Quote Link to comment Share on other sites More sharing options...
sibarrick Posted December 30, 2004 Share Posted December 30, 2004 You can download Houdini Apprentice from here http://sidefx.vislab.usyd.edu.au/ and get free everything! Renderer the works. Completely compatible with the full Houdini. I'm slightly confused how you converted your functions to VEX without it though, so maybe this isn't what you mean. Quote Link to comment Share on other sites More sharing options...
spice Posted December 30, 2004 Share Posted December 30, 2004 You can download Houdini Apprentice from herehttp://sidefx.vislab.usyd.edu.au/ and get free everything! Renderer the works. Completely compatible with the full Houdini. I'm slightly confused how you converted your functions to VEX without it though, so maybe this isn't what you mean. 15647[/snapback] Ha ha... The answer is pretty simple ! I did a renderman (sl) version and since both shading languages (VEX & sl) are almost identical, there was almost nothing to do ! OK, I Quote Link to comment Share on other sites More sharing options...
spice Posted January 4, 2005 Share Posted January 4, 2005 Hi Marc, I was wondering if you could send me a hair geometry sample ?! (your hair ball) I wrote a VEX hair shader but have no geometry for testing... Thanks Cheers ! Arno Quote Link to comment Share on other sites More sharing options...
djpeanut Posted January 19, 2005 Share Posted January 19, 2005 I've read this whole thread and am a bit concerned that getting cartoony hair on my cartoon monkey is going to be a whole lot more complicated than I could possibly have imagined... Quote Link to comment Share on other sites More sharing options...
spice Posted January 19, 2005 Share Posted January 19, 2005 I've read this whole thread and am a bit concerned that getting cartoony hair on my cartoon monkey is going to be a whole lot more complicated than I could possibly have imagined... 15829[/snapback] That depends on the number of hairs, the shading will not be the problem ! Arno Quote Link to comment Share on other sites More sharing options...
Marc Posted January 19, 2005 Author Share Posted January 19, 2005 Hey Arno I just got round to reading this now. Do you still need the hairball? I think I've got it somewhere.. Cheers Marc Quote Link to comment Share on other sites More sharing options...
Jason Posted January 19, 2005 Share Posted January 19, 2005 Someone needs to make a quick OTL to calculate the maj_axis that Arno was talking about in the fur/fibre/hair thread still. I'd try it but I'm slammed right now. Take care, Jason Quote Link to comment Share on other sites More sharing options...
spice Posted January 20, 2005 Share Posted January 20, 2005 Hey ArnoI just got round to reading this now. Do you still need the hairball? I think I've got it somewhere.. Cheers Marc 15838[/snapback] Of course I do Can I download it via ftp ?? Thanks Arno Quote Link to comment Share on other sites More sharing options...
spice Posted January 20, 2005 Share Posted January 20, 2005 Someone needs to make a quick OTL to calculate the maj_axis that Arno was talking about in the fur/fibre/hair thread still. I'd try it but I'm slammed right now.Take care, Jason 15840[/snapback] Im not shure if I Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted January 20, 2005 Share Posted January 20, 2005 Im not shure if I Quote Link to comment Share on other sites More sharing options...
Marc Posted January 20, 2005 Author Share Posted January 20, 2005 Here's the mandriball file. It's got Mario's hair shader built in, along with the stuff for the hairball. I haven't tested it recently, so it could very well not work. I too will add my name to the slammed list. M mandriball.tm.tar.gz Quote Link to comment Share on other sites More sharing options...
edward Posted January 21, 2005 Share Posted January 21, 2005 You mean something like this? (VEX Major Axis SOP generated from VOP net) major_axis.zip Quote Link to comment Share on other sites More sharing options...
mike Posted January 21, 2005 Share Posted January 21, 2005 some frames from the hairball: rendered with the latest version from spice, 5000 hairs, 2 lights. Quote Link to comment Share on other sites More sharing options...
spice Posted January 21, 2005 Share Posted January 21, 2005 some frames from the hairball: rendered with the latest version from spice, 5000 hairs, 2 lights. 15864[/snapback] Thanks Mike, just two questions: 1.) Where are the light sources ? 2.) Did you set the major_axis vector correctly ? The result look a bit different from my proprietary renderer. Could you try version 1.1 please ? Thanks a lot !!! Arno arno_hair_far_field_v1_1.zip Quote Link to comment Share on other sites More sharing options...
spice Posted January 21, 2005 Share Posted January 21, 2005 You mean something like this?(VEX Major Axis SOP generated from VOP net) 15863[/snapback] Thanks a lot Edward, the code looks right (But I dont know how to use it with Houdini) ! Of course the semi major axis is following the geometry now without variation. For realistic results one has to perturb a bit . Therefore I will add some code to this otl... Cheers ! Arno Quote Link to comment Share on other sites More sharing options...
edward Posted January 22, 2005 Share Posted January 22, 2005 Theoretically, one should be able to just append the SOP to the geometry, set it the render flag on it and render away. However, I tried it with the shader and it didn't seem to work. Perhaps you didn't put the "export" keyword in the shader function declaration for the parameters which can be per point? Since you want to modify it, I've included the .hip file that was used to create the .otl file. major_axis.hipnc.gz Quote Link to comment Share on other sites More sharing options...
Jason Posted January 22, 2005 Share Posted January 22, 2005 However, I tried it with the shader and it didn't seem to work. Perhaps you didn't put the "export" keyword in the shader function declaration for the parameters which can be per point? This shouldn't be necessary - the export keyword is only to tell Mantra to keep the information around for writing to Deep Raster layers. Any parameter in a shader can be overriden by geo attributes without any extra effort on the part of the shader-writer. Perhaps I'll get a moment this weekend to play with this! Take care, Jason Quote Link to comment Share on other sites More sharing options...
spice Posted January 24, 2005 Share Posted January 24, 2005 Hi Marc, I dont know why, but I still can Quote Link to comment Share on other sites More sharing options...
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