How do I convert a vrayfur object to splines, or geometry?
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Converting Vrayfur to geo
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Originally posted by slizer View Post
He's guessing right.
Why do you need this?
In the end I re-did everything in Forestback - but, as always, it's nice to have the option to squash things down if needs be.
No worries though! don't make it a priority!
http://www.jd3d.co.uk - Vray Mentor
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Hi,
That would be also very interesting for me. I don't mean the Max hair.
I heard about that geo is only just converted on render time, but is there maybe a tool in the utility section? Maybe with the most recent version.. I guess that could be very useful, sometimes more than max hair.
If not, has anyone experience with getting fur information (mean root position, bend direction etc) via Maxscript or is this also not possible?
Thanks in advance
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it would be (for the 50th time) great to have the option to export rendertime geometry (fur, displacement) as vrayproxy, alembic, or similar. im sure it should be doable (it gets generated for sending to gpu for rendering there?)
it doesnt need to be smart ( ive seen objections based on the fact its view dependent) just give us the option to bake out what the renderer gets. if you dont want view dependence, turn it off. maybe you do want it, for a fixed cam position. it would give a less heavy mesh to load and guaranteed to render nicely.
for me, displacement is potentially more interesting than fur, since generating high quality mesh displacement in max is pretty impossible.
Sure, you can finely subdivide a mesh and use the displacement modifier, but that grinds to a halt frighteningly quickly.
If you want a really nice displaced mesh you can modify after the fact, you need to turn to zbrush etc...seems silly (and expensive) if vray can generate suitable meshes in a few seconds..
It would give us a decent route to generating collision meshes, for example which match what the vraydisplacement mod does at rendertime. or scattering objects over landscapes.. or exporting for other software/realtime uses.. it isnt exactly hard to think of use cases.
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Hi super gnu,
yep, that's right, displacement would also be cool, even it's not the most important thing for me.
With regard to the export of scattered objects, Itoo shows it very nicely. In my 3D pony farm there would be a similar export tool for Vray Fur (or other @Rendertime Geometries) as for Railclone / ForestPro.
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Hello,
Recently we've added an option to VRayDisplacementMod to save it's result to a vrmesh file (available in the official builds already). It's accessible through MAXScript with something like:
Code:$.modifiers[#VRayDisplacementMod].write_vrmesh="D:\\test.vrmesh"
I guess we can add something similar for Fur too.
Best regards,
YavorYavor Rubenov
V-Ray for 3ds Max developer
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Originally posted by yavor.rubenov View PostRecently we've added an option to VRayDisplacementMod to save it's result to a vrmesh file (available in the official builds already). It's accessible through MAXScript with something like:
Code:$.modifiers[#VRayDisplacementMod].write_vrmesh="D:\\test.vrmesh"
Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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I made a small script to process selected/all nodes, find it stuck in the general thread.
Limited, to be sure, but perhaps it may serve as template.Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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