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My Fur Stuff


Nasyrov

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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 by Nasyrov
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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.

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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! ;)

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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.

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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

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