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what we need vray fur for

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  • what we need vray fur for

    oke I'm new to all the rendering stuff and I'm experimenting alot...
    Recently I discorvered this great FREE app called blender for modeling/rendering.
    Blender's got a nice "partical" system where I wanted to create hair for my makehuman (also free) generated person.
    So first I wanted to find out if u can export the hair to a 3ds/obj file to import it in sketchup.
    So I created a bit of grass on a plane and exported it....... didn't work.
    I then found on the internet a nice tutorial to convert the particel system to mesh objects to render it with yafaray or someting. Some free renderapp. Anyways so I read it and it was exactly what I was looking for.
    I did the tutorial and after 2/3 min. I had this nice grasspatch converted to obj (3ds didn't work cause of the high polycount or something?) I imported it in sketchup and did a quick render so I could start this treath / discussion as soon as possible. The disadvantage is that it's a really high poly model. I remembered reading on the Barcelona Pavilion render topic from Jackson he used meshlab to polycrunch models and also the polycrunch plugin for SU. I'm think of using this tool in Blender to maybe create some long grass patches along some edges of something... maybe a tree or along a river or something. Hope it's usefull and u can find the tutorial for blender here:

    http://www.yafaray.org/documentation...als/particles1

    here's my really really quickly rendered grass:



    I will do some more tests and I will try to polycrunch it alot to convert it to a lowpoly model and I will keep u guys updated.

    If someone has any suggestions please post them here.

  • #2
    Re: what we need vray fur for

    That'll be very difficult to polycrunch as successful polycrunching relies on reducable geometry, e.g. a 10,000 sided polyhedron can easily be reduced to 1000 sides without losing much noticable detail. Polycrunching is most successful for single complex non-orthogonal meshes. As each grass blade is separate and distinct in your model the most they could be reduced to would be a single narrow triangle per blade of grass which would a) still result in quite a high poly count and b) would probably be better and easier to model from scratch (even in SU) than to model high poly first, then attempt to reduce to low poly. Good to see experimentation though, especially relating to bullying SU into at least acting like a high-poly modeller!

    SU 2018 + VfSU 4.0

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    • #3
      Re: what we need vray fur for

      well the thing is I could easly create a 100 hectare or whatever in a few min. but the polycount would be so big. This patch was already hard for SU to handle and I don't even have a bad computer. But for the "longer" grass parts along a tree or along a building it's easy and quick to generate with the partical system in blender. I'll try to make hair for my makehuman model and see if SU can handle it.

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