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Fur with homogeneous distribution

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  • Fur with homogeneous distribution

    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.
    Click image for larger version

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    That's not what I was going for, but might be a tip for someone else


    Thank you in advance!

    Regards,
    David

  • #2
    I'm afraid that this is not possible with VRayFur.
    Maya Hair on the other hand uses this sort of distribution.
    Alex Yolov
    Product Manager
    V-Ray for Maya, Chaos Player
    www.chaos.com

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    • #3
      those tiny threads on a tennis style hand band should probably be loops not hairs.
      anyway I tried VRayFur for creating grass growing in clumps once (http://forums.chaosgroup.com/showthr...vray+fur+grass , 10th post)
      it was initial direction rgb map inside bercon tiles. you don't need bercon if you need regular distribution so you can try that in maya.
      but I would simply do displacement as you did and distribute little loops on top of that.
      Marcin Piotrowski
      youtube

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      • #4
        Thank you both for your answers!

        @piotrus3333: Yes, you're right with the loops. Used the curl parameters in vray fur and put a color into the initial direction, which made nice loops othogonal to the surface; but since the loop itself can't be tuned (only curl radius and angle) this is no way to get there. Displacement achieved better results. Best way for most realistic results might probably be to distribute geometrie amongst the surface.

        And thanks for the shared tips for that nice grass!!

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