Nasyrov Posted March 11, 2008 Share Posted March 11, 2008 Hi everybody! I want to introduce you my first tool. I'm interesting in your feedbacks about this stuff. Try it! Best regards, Dmitriy Nasyrov w_fur_tool.otl Quote Link to comment Share on other sites More sharing options...
soulsonic Posted March 11, 2008 Share Posted March 11, 2008 (edited) Great tool! Cheers R Edited March 11, 2008 by soulsonic Quote Link to comment Share on other sites More sharing options...
Rudra Posted March 11, 2008 Share Posted March 11, 2008 (edited) nice tool! Edited March 11, 2008 by Rudra Quote Link to comment Share on other sites More sharing options...
jason_slab Posted March 11, 2008 Share Posted March 11, 2008 hey cool, i was going to create a fur OTL when i'm finished with my current job. looks like u beat me to it!! i'll have a look at your OTL as soon as i can... jason Quote Link to comment Share on other sites More sharing options...
Nasyrov Posted March 12, 2008 Author Share Posted March 12, 2008 (edited) Ver: 1.03 Date: 12.03.08 A little help: INPUTS: skingeo - path to the skin geometry. Skin geometry must have normal for the proper setup. Example: /obj/skin MAIN: calculate skin normals - calculate and rewrite skin normals calculate skin uv - calculate and rewrite skin uvs points - the number of points in each hair guide density - the number of guides density - the final number of hairs seed - seed number display ratio - display/render ratio of hairs length scale - length coefficient length map - length coefficient map randomize length - simply length randomization cut map - cut coefficient map displacement map - a map which displace hairs by root point normals displace direction - Up (black = no displace) Up and Down (gray = no displace) Down (white = no displace) displacement scale - displacement coefficient root thickness - root thickness of hair tip thickness - tip thickness of hair blend point - blend point of root and tip thickness blend width - blend region SHADER: calculate occlusion - generates 5 pclouds with occlusion values for occlusion baking(generation takes place as separate render) use texture - enables root and tip textures(using of hair st) use skin texture - enables root and tip textures(using of skin uv) root tint - root color multiplyer of hairs root map - root color map(is enable only if "use texture" is on) root skin map - root color map(is enable only if "use skin texture" is on) tip tint - tip color multiplyer of hairs tip map - tip color map(is enable only if "use texture" is on) tip skin map - tip color map(is enable only if "use skin texture" is on) Kd - diffuse coefficient speccolor - specular color of hairs Ks - specular coefficient roughness - specular roughness addocclusion - read 5 pclouds which were created beforehand, then multiply surface shadere diffuse values by values from pclouds Kocc - occlusion coefficient Surface opacity - hair opacity Edited March 12, 2008 by Nasyrov Quote Link to comment Share on other sites More sharing options...
Nasyrov Posted March 12, 2008 Author Share Posted March 12, 2008 ver 1.01 updates: MAIN: calculate skin normals switcher is added DEFORMATION: clumpradius default value is 5 now SHADER: root and tip textures functions are implemented Best regards, Dmitriy Nasyrov w_fur_tool.otl Quote Link to comment Share on other sites More sharing options...
eetu Posted March 12, 2008 Share Posted March 12, 2008 I'm trying this out - looks promising, thanks for sharing! One issue, the "file mode" dropdown in dynamics->interaction is empty. Some sort of random variation for the tip/root colors would be a nice feature. Having two colors for each and then getting a random color between those per hair would be cool. eetu. Quote Link to comment Share on other sites More sharing options...
Nasyrov Posted March 12, 2008 Author Share Posted March 12, 2008 (edited) new update ver 1.03 hey eetu! Thanks for the reply! w_fur_tool.otl Edited March 12, 2008 by Nasyrov Quote Link to comment Share on other sites More sharing options...
soulsonic Posted March 12, 2008 Share Posted March 12, 2008 Cool stuff starting using it yesterday I will post an update. Trying to put fur on a wolf. It's better than shave and a hair cut which is so hard to control. Cheers Quote Link to comment Share on other sites More sharing options...
Nasyrov Posted March 12, 2008 Author Share Posted March 12, 2008 there are no styling in my tool yet. It will be much better with comb and paints I think Quote Link to comment Share on other sites More sharing options...
Netvudu Posted March 13, 2008 Share Posted March 13, 2008 Some sort of random variation for the tip/root colors would be a nice feature.Having two colors for each and then getting a random color between those per hair would be cool. eetu. mmm...and call the mix salt and pepper, eetu? hah,hah...gotcha! Quote Link to comment Share on other sites More sharing options...
eetu Posted March 13, 2008 Share Posted March 13, 2008 mmm...and call the mix salt and pepper, eetu? hah,hah...gotcha! *innocent whistling* (That feature's straight from Worley's Sasquatch..) eetu. Quote Link to comment Share on other sites More sharing options...
Nasyrov Posted March 13, 2008 Author Share Posted March 13, 2008 hey Soulsonic! I'm afraid of impossibility to make a good paint and comb sops UI at digital asset UI Quote Link to comment Share on other sites More sharing options...
eetu Posted March 13, 2008 Share Posted March 13, 2008 Tested a bit more; What does (length) map blend do? File mode would be nice, i'd like to precalc my sdf's I can't really get any effect out from the skin root map, might be my fault though. Clumps work weirdly (the problem might be in my end again..) Skin geo doesn't take obj level animation into account. eetu. Quote Link to comment Share on other sites More sharing options...
Nasyrov Posted March 13, 2008 Author Share Posted March 13, 2008 Hi eetu! Thanks. I will check. Quote Link to comment Share on other sites More sharing options...
Nasyrov Posted March 13, 2008 Author Share Posted March 13, 2008 length map blend - is a coefficient of the length map influence Quote Link to comment Share on other sites More sharing options...
Nasyrov Posted March 14, 2008 Author Share Posted March 14, 2008 update w_fur_tool.otl Quote Link to comment Share on other sites More sharing options...
Nasyrov Posted March 14, 2008 Author Share Posted March 14, 2008 fixed: w_fur_tool.otl Quote Link to comment Share on other sites More sharing options...
soulsonic Posted March 14, 2008 Share Posted March 14, 2008 That's Ok man I'll figure it out. There's some tutorials in the new documentation they teach you how to paint , comb and cut the fur. They're a bit too hard to follow at times and their instructions are kinda weird (i.e. they don't work at times). The OTL looks good man can't really get a photorealistic result keep at it. Cheers -S Quote Link to comment Share on other sites More sharing options...
Nasyrov Posted March 15, 2008 Author Share Posted March 15, 2008 Hey Soulsonic! I think I know how to paint, hehe)) The problem is in making of entering paint or comb sop at DA interface. Watch this: http://www.sidefx.com/index.php?option=com...pic&t=11509 Quote Link to comment Share on other sites More sharing options...
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