spice Posted January 31, 2005 Author Share Posted January 31, 2005 Incidentally, I'm currently doing my undergraduate dissertation in 3D modelling from nature, 16035[/snapback] Good luck ! Arno Quote Link to comment Share on other sites More sharing options...
spice Posted February 9, 2005 Author Share Posted February 9, 2005 The shader (v1.3) now takes into account ambient illumination... I arno_hair_far_field_v1_3.zip Quote Link to comment Share on other sites More sharing options...
edward Posted February 10, 2005 Share Posted February 10, 2005 Try the "vex hair tutorial" files by Jason Simmons here: http://www.odforce.net/tips/ direct link: http://www.odforce.net/downloads/tips/JS_vexhair.tar.Z Quote Link to comment Share on other sites More sharing options...
spice Posted February 11, 2005 Author Share Posted February 11, 2005 Try the "vex hair tutorial" files by Jason Simmons here:http://www.odforce.net/tips/ direct link: http://www.odforce.net/downloads/tips/JS_vexhair.tar.Z 16233[/snapback] Thanks, but I am looking for a more realistic "real world" hair cut, with some parallel hair strands!! Arno Quote Link to comment Share on other sites More sharing options...
spice Posted February 14, 2005 Author Share Posted February 14, 2005 Some parameter settings for blond. It Quote Link to comment Share on other sites More sharing options...
Jason Posted February 14, 2005 Share Posted February 14, 2005 Some parameter settings for blond. It Quote Link to comment Share on other sites More sharing options...
spice Posted February 14, 2005 Author Share Posted February 14, 2005 That looks very pretty there:)BTW, you can easily save (and distribute) parameter settings in Houdini by click the horizontal "stow-bar" at the top of the parameter pane (between the title and the parameters) and going to the "Presets" menu and selecting "Save As..." and save a .preset file out. 16286[/snapback] All right ! Quote Link to comment Share on other sites More sharing options...
djpeanut Posted February 15, 2005 Share Posted February 15, 2005 Here's a render of my results - the hair is modelled from an animal and is meant to be coarser and therefore more opaque. Quote Link to comment Share on other sites More sharing options...
spice Posted February 16, 2005 Author Share Posted February 16, 2005 Here's a render of my results - the hair is modelled from an animal and is meant to be coarser and therefore more opaque. 16311[/snapback] Nice, I Quote Link to comment Share on other sites More sharing options...
djpeanut Posted March 5, 2005 Share Posted March 5, 2005 I'll post them up here soon with a pic of my finished model. Quote Link to comment Share on other sites More sharing options...
spice Posted March 14, 2005 Author Share Posted March 14, 2005 I'll post them up here soon with a pic of my finished model. 16652[/snapback] Allright.... By the way, here is the latest version (v 1.4). I killed a little nasty (floating pont consistency) bug... [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 Quote Link to comment Share on other sites More sharing options...
djpeanut Posted March 22, 2005 Share Posted March 22, 2005 I've pretty much finished the character that I've been working on for the last couple of months. It uses your v1.3 shader for the fur. It is currently using 150,000 individual NURBS curves with spring dynamics for the hair so it's no surprise that my renders are coming in at ~1 hour per frame I'll post a couple of screenshots tomorrow morning when I've got a few frames rendered out, and a video in a couple of weeks (it'll be rendering while I'm away skiing). The shader is looking fantastic, by the way! Quote Link to comment Share on other sites More sharing options...
spice Posted March 22, 2005 Author Share Posted March 22, 2005 I've pretty much finished the character that I've been working on for the last couple of months. It uses your v1.3 shader for the fur. It is currently using 150,000 individual NURBS curves with spring dynamics for the hair so it's no surprise that my renders are coming in at ~1 hour per frame I'll post a couple of screenshots tomorrow morning when I've got a few frames rendered out, and a video in a couple of weeks (it'll be rendering while I'm away skiing). The shader is looking fantastic, by the way! 16991[/snapback] Good news !! It was my mistake, but please use version v1.4 !!!! The version 1.3 may have artifacts problems due to the limited numerical precision (of floats) !!! This problem is defenitely fixed with the new version (v1.4).... Cheers, Arno Quote Link to comment Share on other sites More sharing options...
Jason Posted March 22, 2005 Share Posted March 22, 2005 ...my renders are coming in at ~1 hour per frame Are you raytracing shadows against 150,000 hairs? Quote Link to comment Share on other sites More sharing options...
thekenny Posted March 22, 2005 Share Posted March 22, 2005 that's what I was thinking as well... -k Quote Link to comment Share on other sites More sharing options...
djpeanut Posted March 22, 2005 Share Posted March 22, 2005 Are you raytracing shadows against 150,000 hairs? 17022[/snapback] I don't know. I have no knowledge of the lighting/rendering technicalities of Houdini. I just know that if I put three point lights in the scene, set shadows to fastShadows and click render in the outputs, it looks nice...? Quote Link to comment Share on other sites More sharing options...
djpeanut Posted March 23, 2005 Share Posted March 23, 2005 I don't know. I have no knowledge of the lighting/rendering technicalities of Houdini. I just know that if I put three point lights in the scene, set shadows to fastShadows and click render in the outputs, it looks nice...? 17031[/snapback] If you would care to enlighten me further, I'd be hugely appreciative - I can't have that long for the final rendering Quote Link to comment Share on other sites More sharing options...
Jason Posted March 23, 2005 Share Posted March 23, 2005 If you would care to enlighten me further, I'd be hugely appreciative - I can't have that long for the final rendering 17064[/snapback] Yes, fastShadows are only "fast" because they're easy Look into ZDepth shadows. These involved looking though your lights and getting a good coverage on the subject you're lighting, rendering ZDepth images which are done automatically if you select "Autogenerate..." and so on... whew.. biggish topic - anyone continue? :shocking: In fact, read here: OdWiki Shadowmap Page Raytracing against thousands of splines is slow compared... Quote Link to comment Share on other sites More sharing options...
djpeanut Posted March 23, 2005 Share Posted March 23, 2005 Thanks for the info, I'll look into it Incidentally, I just logged off my workstation remotely after checking how the rendering was going, and copied a frame over to post on here as I thought you'd enjoy a bit of a laugh. There's something funny going on with the Spring SOP... Quote Link to comment Share on other sites More sharing options...
stevenong Posted March 23, 2005 Share Posted March 23, 2005 Is that a flying squirrel with too much hair & wearing an orange hat? Quote Link to comment Share on other sites More sharing options...
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