Announcement

Collapse
No announcement yet.

Vray fur on Displaced geometry

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Vray fur on Displaced geometry

    Hi,

    there's a way for the fur to take into consideration the displacement of a mesh? Now I'm using the displacement map on the length to cheat it, but it's not perfect.
    Any ideas?

    Thank you!

    Gianluca

  • #2
    Hi,

    I don't think it is possible for now. The V-ray Fur is applied over the actual geometry in the scene and not on the dynamically created one.
    It will be possible when we have an option to bake the displaced geometry.
    Tashko Zashev | chaos.com
    Chaos Support Representative | contact us

    Comment


    • #3
      Originally posted by pizzaia View Post
      Hi,

      there's a way for the fur to take into consideration the displacement of a mesh? Now I'm using the displacement map on the length to cheat it, but it's not perfect.
      Any ideas?

      Thank you!

      Gianluca
      I would suggest to keep the main volume of geometry as actual geometry as closely as possible and only displace the fine areas.
      Dmitry Vinnik
      Silhouette Images Inc.
      ShowReel:
      https://www.youtube.com/watch?v=qxSJlvSwAhA
      https://www.linkedin.com/in/dmitry-v...-identity-name

      Comment


      • #4
        What Dmitry said. We found keeping the original geo close to the displaced geo, using displacement to add fine detail was fine. With characters that are being displaced, we bake out the geo before rendering.

        On, say a field where you are using displacement for creating your rolling hills and vray fur for your grass, either model in the hills, using displacement for things like divits, paths, wheel wells, where the grass wont be, or create a proxy geo that will have the grass on it, that follows the contour, but maybe isn't has heavy.

        good luck.

        -ctj
        http://www.a52.com

        Comment


        • #5
          XGen has a method for compensating for bump and displacement. That might be a workflow to keep in mind when vray3 is released.

          Comment


          • #6
            Originally posted by Zach Gray View Post
            XGen has a method for compensating for bump and displacement. That might be a workflow to keep in mind when vray3 is released.
            What method is that?

            Thanks for the answers guys.
            The thing about using a much more dense mesh for this object is that it would mess with the pipeline. I was hoping for a solution that would keep me from importing a second geo just for the fur. I'm using the displacement as a length tex and is looking better, but the thing about this is that the bend and other attributes don't quite work with this workaround.

            Comment


            • #7
              I think its like shave, where you just have a displacement slot in the hair it self, which just reads the 2d offset value (very finicky to make work) but once you do, it works well with displacement. I don't see a reason why vray fur couldn't have this kind of option also.
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

              Comment

              Working...
              X