Author Topic: Hair and fur trick.  (Read 7080 times)

2015-04-06, 14:30:03

Nekrobul

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As i promised a little tutorial about getting a realistic hair and fur geometry for corona renderer using multiscatter.

Note that this is only a tehnique used for patchwerk carpets.

So let us start.

First of all you should dicede wit the shape of a single patch in our tutorial it will be a siple plane 300x300 mm


Then we should apply a Hair and fur modifier hiding in the first numbers of the modifier list



Notice the numbers i used, Those wold be optimal for the testing hair lenght and densyty but it depends on the result you want to achive.

Then you should style hair to achive something like that.




Then you should play with hair count to get dicent result as on image 2. Notice the numbers on image 3 those mostly work out well.





For convertion to geometry use convert to mesh tool in hair and furr scroll.



Now for the interesting part, adding detail by redusing number of polygons. We will apply Pro optimizer tool and reduce number of polys from 100% to 40% sometimes 40% does not work out and you should reduce it even more.






And now for multiscatter. Create distribution plane with a UVW map modifier with numbers equal to the size of our hair patch and use regular patern distribution with map scale multiplyer equal 1. And do not forget to place Gizmo to the bottom of our hair patch.





And this is the result you should get. For this tutorial i used home PC to show that it doest need to have OMFG resource to handle it.

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2015-04-09, 14:27:22
Reply #1

Adi

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Cool trick with pro optimizer .

Thanks for sharing the technique.

2015-05-06, 03:12:27
Reply #2

widhi muttaqien

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is there a way to get good result without converting it to mesh?
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2015-05-06, 09:57:32
Reply #3

Nekrobul

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is there a way to get good result without converting it to mesh?

Converted to mesh hair parses 10-12 times quicker than the real HF the only pusible reason to use real HF in corona is animation.

Try to use large number of hairs and low scaled root thicknes
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2015-05-06, 11:48:51
Reply #4

Alexp

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I try your method and it works very well.
Now I need to try "optimizer" on it, Its huge poligon mass.

2015-05-06, 12:12:03
Reply #5

Nekrobul

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You can always save it to proxy
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2015-05-11, 14:40:38
Reply #6

Tanakov

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I try your method and it works very well.
Now I need to try "optimizer" on it, Its huge poligon mass.

Really like your rug, can you give me details about your shader settings? Some screens of overal "how does it look" would be apriciated as I had familiar problem back in the days.
Also your H&F settings would be apriciated. I tryed making familiar objects, I faild and switched to textures but right now Im keen on trying this again.
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2015-06-02, 12:11:38
Reply #7

Rimas

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It's the simple things like this that get overlooked the most!
I completely forgot about the power of scattering in some cases other than grass and trees :D
A morning of awkwardness is far better than a night of loneliness...