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Ornatrix hair with rigged geometry
Ornatrix hair with rigged geometry






ornatrix hair with rigged geometry

  • Modifier is not visible in 3dsmax modifier drop-down list.
  • Program crashes when trying to authorize.
  • Upgrading to Ornatrix V4 from Earlier Versions.
  • Making of GOT Game Trailer by RealTime UK.
  • Making of Noble Woman (Assasin's Creed).
  • Feathers modeling, texturing and Dynamics.
  • Porting native Hair and Fur to Ornatrix.
  • shader model is published.and that is what is linked with the point cache (. Also by having the feathers and baking them down to non history geo allows us our lighters/look dev guys to develop without the plugin. That break as you see causes issues in a fur/feather pipe. There is a hard break between animation and lighting as we don't want the overhead of the rigs in our lighting scenes (my guess is most facilities do this). (keeping the uv sets would be important for global and per strand mapping) then we can put the animation through a "simulation" stage in which the feather setup is swapped out or added to the rig. We would author the bird (in this case) generate the seperate geo and kill the history and add that to the model. and it would be silky smooth in our pipeline.

    ornatrix hair with rigged geometry

    but its a moot point for us as this is not in our pipeline methodology Honestly i don't know why its typically so slow. vrmesh (pretranslated geo for the vray render.) all geo acutually goes though this process at render time. i'd love to hear your thoughts on this workflow issue. Thoughts or ideas? could the MeshfromStrandNode actually break out multiple meshes that coinside with the numbers of shaders in the shader list? This would allow us to attach the shaders to the isolated mesh per shaderList? just an idea. the downside is that vray proxies with motion blur tend to take lots of time to export and additionally our facility utilizes a abc/point cache animation attachement type animation pipeline.(and faster motion blur caclulation) Thats not saying we couldn't go full mesh export for special cases like feathers.but that still leaves us with how to attache the shaders?

    ornatrix hair with rigged geometry

    sort of.įor proof of concept this is great. Voalia! i get a proper mesh material with slots to plugin my multiple materials. Additionally I can export the same system as a Vray Proxy.

    ornatrix hair with rigged geometry

    I have a workflow questions when using MeshFromNodes that creates geometry with multiple shader assignements (pic 1) If i export it using regular alembic (in this case we use exocortex crate) I get a single mesh that only allows one shader assignment thus negating the random shader assignement in the MeshFromStrandNode. First off I am loving this software and the support and response I'm getting on this forum is amazing.








    Ornatrix hair with rigged geometry