Hi,
recently I had to create a sweatband, something like this: link to image
So I wondered how to create a vray fur with a homogeneous distribution. The created hairs (or in this case threads) are distributed randomly on the surface. I want them to be uniformly created, one after one with the same offset to each other for the start. Small variations could be applied afterwards as well as the bunch-like creation of this woven/sewed thing.
Regarding the look I had nice results with combining different furs with curled, bent and mapped channels (initial direction, bend direction and so on).
Did some research on distribution and played with fur attributes, also tried to map the distribution with procedural textures (e.g. checker with high tiling) to achieve the desired effect. No success there.
Anyone can help me? I'd be thankful for a tip on how to better create a woven material like this (maybe a completely different approach like using volume shaders?). Still I'd like more control over the fur creation parameters.
By the way: For the project I solved it in photoshop, cause there was no time to fiddle around. In the beginning I had an interesting result using a cloth shader with displacement and adding a fine fur to get a bit of that fluffyness.
That's not what I was going for, but might be a tip for someone else
Thank you in advance!
Regards,
David
recently I had to create a sweatband, something like this: link to image
So I wondered how to create a vray fur with a homogeneous distribution. The created hairs (or in this case threads) are distributed randomly on the surface. I want them to be uniformly created, one after one with the same offset to each other for the start. Small variations could be applied afterwards as well as the bunch-like creation of this woven/sewed thing.
Regarding the look I had nice results with combining different furs with curled, bent and mapped channels (initial direction, bend direction and so on).
Did some research on distribution and played with fur attributes, also tried to map the distribution with procedural textures (e.g. checker with high tiling) to achieve the desired effect. No success there.
Anyone can help me? I'd be thankful for a tip on how to better create a woven material like this (maybe a completely different approach like using volume shaders?). Still I'd like more control over the fur creation parameters.
By the way: For the project I solved it in photoshop, cause there was no time to fiddle around. In the beginning I had an interesting result using a cloth shader with displacement and adding a fine fur to get a bit of that fluffyness.
That's not what I was going for, but might be a tip for someone else
Thank you in advance!
Regards,
David
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