Allegro Posted February 20, 2007 Share Posted February 20, 2007 I've got a close-up of cotton bolls in my short that I'm working on. I've been trying for a couple days now to get somethings satisfactory with maya fur, but I'm just not getting anything that looks soft enough! Does anyone know of a way that I could get something that looks like realistic cotton, in Houdini? Or a suggestion of how to do it in Maya? At the moment, this is the best result that I seem to be getting... and... it just doesn't look real! Quote Link to comment Share on other sites More sharing options...
zoki Posted February 20, 2007 Share Posted February 20, 2007 hi I would do it with i3d shader like clouds and with mantra displacement on shell it would look nice z Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 20, 2007 Share Posted February 20, 2007 I guess you could try the fur otl, but that will probably be much the same as the maya fur.. Quote Link to comment Share on other sites More sharing options...
mattd Posted February 21, 2007 Share Posted February 21, 2007 looking at a picture like this: http://www.uark.edu/depts/agripub/Publicat...s/cotton201.jpg I do not think you need hair or fur geometry wise, houdini metaballs with a lot of tweaking via copy stamping to get the coarse and fine resolution bits to pull off at diffeent scales lighting wise, it is a SSS solution texture wise, a photographic or scan of real cotton is the starting point, the important thing will be to try to 'tease and swirl' the uv's around a bit, making them sympathetic to the surface deformations. a particle stsytem that grows from an lsystem might be a good starting point. attribute transfer might be a tool to use to 'evolve' the uv's a few steps beyond the growth of the metaballs, thus giving a UV smear that folllows the organic growth depending on your shot, you might be suprsed at how much you can fake using photographs. MD Quote Link to comment Share on other sites More sharing options...
Allegro Posted February 21, 2007 Author Share Posted February 21, 2007 (edited) looking at a picture like this:http://www.uark.edu/depts/agripub/Publicat...s/cotton201.jpg I do not think you need hair or fur geometry wise, houdini metaballs with a lot of tweaking via copy stamping to get the coarse and fine resolution bits to pull off at diffeent scales lighting wise, it is a SSS solution texture wise, a photographic or scan of real cotton is the starting point, the important thing will be to try to 'tease and swirl' the uv's around a bit, making them sympathetic to the surface deformations. a particle stsytem that grows from an lsystem might be a good starting point. attribute transfer might be a tool to use to 'evolve' the uv's a few steps beyond the growth of the metaballs, thus giving a UV smear that folllows the organic growth depending on your shot, you might be suprsed at how much you can fake using photographs. MD I hate to say that I really have limited shading knowledge in Houdini. I'm very interested in what you have to say, but I'm not sure I really understand. If you don't mind explaining in a bit more depth, I would really appreciate it. At this point, I've wasted so much time on this shot that I feel like I should just paint it, and then camera project... but at the same time, I really want to be able to do this in 3d... It's a personal project... so... I really want to learn something new, not just do it for the sake of getting it done. I eventually wanted to add in a butterfly or something moving on the surface... so, that's why I wanted it in 3d... but... I don't think I'll have time for that anymore. All I know is that after further experimentation today, Maya Fur is *not* the solution. Edited February 21, 2007 by Allegro Quote Link to comment Share on other sites More sharing options...
edward Posted February 21, 2007 Share Posted February 21, 2007 http://odforce.net/wiki/index.php/I3d http://odforce.net/wiki/index.php/Tutorials#Volumetrics Quote Link to comment Share on other sites More sharing options...
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