I have a character with a jacket that I am using vray fur on. It looks nifty, if I do say so, but when I apply a cache to the geo upon which the fur is being generated, I get a bit of wierdness:
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Half or more of the vray fur remains at the starting point of my character while the other half follows the jacket geo to wherever it is animated.
I am not certain if this would happen if the fur was generated within the rig file, but I am fairly certain that the results would be similar.
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My process is as such (and it is, at this point automated and scripted but can easily be done outside of that framework):
(1) reference import character with only geo, shaders and vray fur.
(2) apply geo caches (previously generated from animation scene) to referenced character geo
(3) set up appropriate render elements, render layers and set interaction elements
(4) render out scene
Should I be caching out the vray fur and if so, how is that achieved?
Vray fur is a "custom raytraced primitive (it's not triangles, but line segments), right? That would mean that it is cacheable, right?
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Otherwise, and I will test this now, I would think that I could:
(1) reference import character with only geo, shaders and NO vray fur.
(2) apply geo caches (previously generated from animation scene) to referenced character geo
(3) generate vray fur on deformed/cached jacket geo in scene <----
(4) set up appropriate render elements, render layers and set interaction elements
(5) render out scene
I have a hunch that because a deformed geo shape node is created when geo caches are applied that perhaps the connection to the vray fur or how the vray fur determines the area of the mesh it will be on is somehow muddled?
Any thoughts you all have would be much appreciated.
Thanks,
R
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