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Very simple placement routine using Chris Colefaxes PCM.mcr macros. None of
the manipulation parameters are implemented, so all the hair is aligned
along the surface normal of the spot it's placed at. Placement parameters
in maya include inclination, roll, polar, and offset, allowing you to pretty
much orient the fur any way you want in relation to the surface it's being
placed on (combed back look, spiky look, etc.)
--
Douglas C. Eichenberg
dou### [at] nlsnet
http://www.getinfo.net/douge
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Attachments:
Download 'furtest6.jpg' (230 KB)
Download 'furtest7.jpg' (21 KB)
Preview of image 'furtest6.jpg'
Preview of image 'furtest7.jpg'
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Gorgeous! Is the code for that available?
d.
"Doug Eichenberg" <dou### [at] nlsnet> wrote in message
news:3f1f1507@news.povray.org...
> Very simple placement routine using Chris Colefaxes PCM.mcr macros. None
of
> the manipulation parameters are implemented, so all the hair is aligned
> along the surface normal of the spot it's placed at. Placement parameters
> in maya include inclination, roll, polar, and offset, allowing you to
pretty
> much orient the fur any way you want in relation to the surface it's being
> placed on (combed back look, spiky look, etc.)
>
>
>
> --
> Douglas C. Eichenberg
> dou### [at] nlsnet
> http://www.getinfo.net/douge
>
>
>
Post a reply to this message
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It should be available fairly soon... once it's ready I'll post here.
--
Douglas C. Eichenberg
dou### [at] nlsnet
http://www.getinfo.net/douge
Post a reply to this message
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Said that wrong... the hair isn't aligned along the surface normal in this
example; it's all aligned in the same direction.
--
Douglas C. Eichenberg
dou### [at] nlsnet
http://www.getinfo.net/douge
Post a reply to this message
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This is really looking nice now!
Does it take a ton of RAM?
--
Jeremy
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Unfortunately at this point it does take a bit of memory if you use a lot of
hairs, but I am looking into ways of reducing that. On the other hand, I
have run my tests with maxxed out settings... for example, the number of
segments has been set to something like 100, meaning each hair has 1200
triangles. Also, I used separate textures for each triangle which chews up
memory pretty fast. If you drop the number of segments and use a single
texture for the entire hair, then it's no more memory intensive than, say,
Gille's makegrass.
--
Doug Eichenberg
www.getinfo.net/douge
dou### [at] nlsnet
Post a reply to this message
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