kensonuken Posted April 13, 2008 Share Posted April 13, 2008 hello, Is there anyway to generate fur based on the maps thats given in the shader like Length texture, density texture,color texture root, tip colors textures etc.... during render time? since I dont want to waste time to read those tons of curve data over the network. Any tips please help... thanks, Ken Quote Link to comment Share on other sites More sharing options...
digitallysane Posted April 13, 2008 Share Posted April 13, 2008 Is there anyway to generate fur based on the maps thats given in the shader like Length texture, density texture,color texture root, tip colors textures etc.... during render time? since I dont want to waste time to read those tons of curve data over the network. Any tips please help... You mean the Fur Procedural (covered in the help for Fur)? Dragos Quote Link to comment Share on other sites More sharing options...
kensonuken Posted April 13, 2008 Author Share Posted April 13, 2008 hey dude thanks alot for the link but I would like to know the math behind it as I want to control even 1.Bend the curve at base 2.Bend at tip 3.Root thickness 4. Mid point thickness 5.Tip thickness 6.Root Frizz 7.Mid Kink 8.Tip kink etc etc etc... I mean what I exactly want to know is when I want to build a standalone fur generating application. I would like to know what exactly happens in softwares like shave and haircut.... it will be really helpful to the community as well as one will get an idea how a fur software is really developed.. The reason why I want this info is that the attributes what Shave and haircut doesnt get my requirement. I believe I can have more controls than what off shelf packages are delivering... thanks, Ken Quote Link to comment Share on other sites More sharing options...
symek Posted April 13, 2008 Share Posted April 13, 2008 (edited) hey dude thanks alot for the link but I would like to know the math behind it as I want to control even 1.Bend the curve at base 2.Bend at tip 3.Root thickness 4. Mid point thickness 5.Tip thickness 6.Root Frizz 7.Mid Kink 8.Tip kink etc etc etc... I mean what I exactly want to know is when I want to build a standalone fur generating application. I would like to know what exactly happens in softwares like shave and haircut.... it will be really helpful to the community as well as one will get an idea how a fur software is really developed.. The reason why I want this info is that the attributes what Shave and haircut doesnt get my requirement. I believe I can have more controls than what off shelf packages are delivering... thanks, Ken The point is, and it's not a Houdini plug, that all you need is here, since Side Effect Software usually doesn't bother with tools for special occasions (how sad, few things would be easier), but most often prepare systems to accomplish some kind of tools for yourself. This way any solution is possible. The link you seen points to the Mantra Procedural Primitive which can be driven during render-time by CVEX. So in a pretty the same way as you can write any shader in RSL for PRMan or in VEX for Mantra that describes surface color, you can also use CVEX to write a geometry shader that will be shaping your hairs with any number of attributes, you'd like. All is in your hands. More over the shaders that come with Houdini aren't compiled, so you can easily jump into them and see how they work. This should be a good point to start. cheers, sy. Edited April 14, 2008 by SYmek Quote Link to comment Share on other sites More sharing options...
kensonuken Posted April 14, 2008 Author Share Posted April 14, 2008 wow Symek you are the Houdini Master thanks alot I will be on it... but will take some time to work on it since Houdini is not working on my system. But I will keep in touch... Btw can you please direct me with some basic shader so that i can develop things on top of it... I will look into CVEX but in the meanwhile I want to use rsl... and really thanks alot... Quote Link to comment Share on other sites More sharing options...
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