Fur

The things I do when I’m bored ;D

Re: Fur

Very nice, now how did you accomplish that :slight_smile:

Re: Fur

Looks promising. :slight_smile:

Re: Fur

is vray rhino support Fur now? after all these difficulty of sketchup with handling multipolygons i am evaluating and studying rhino and watching video tutorials about this program. at present im still using the trial version. and if vrayrhino support fur, man it seems you are adding dessert for my appetite.

Re: Fur

how long did take to render? with pc information pls.

Re: Fur

Is that real fur, or a displacement?

Re: Fur

Sorry for the delay…been doing a bunch of other things…

Anyway, this is not displacement, however it isn’t V-Ray fur. As I said I was bored, so I actually wrote a script that essentially acted the same as fur, although it isn’t as complete as fur is (no gravity and no varying the normals across the width). So this is actual geometry in the scene.

The rendering didn’t really take that long maybe 2-3 min. Creating the fur however, took a little while (about 15-20 maybe).

Real fur won’t actually have the geometry within the scene; it will be created at runtime and will be stored as dynamic geometry (same concept as displacement). So fur shouldn’t add to any real difficulties in SU.

Depending on whether I actually spend any more time on this I might let the script out there, although its for Rhino not SU. There are a few more things that I would like to add to it if I could (gravity and varying normals), so those still have to get worked out.

Re: Fur

Go D-a-m-i-e-n! Go D-a-m-i-e-n!  ;D
Take SU and Rhino to the next LEVEL!

Re: Fur

So in the past few days I’ve pieced together some of the missing elements from the previous implementation. This current implementation adds a lot of goodies… currently the list looks like the following

+Normal(Direction) variation
+Width Variation
+Length Variation
+Tapering
+Gravity
+Strand segments

right now the gravity implementation is a little “juvenile” but it does the job. If I feel inclined, then I might readjust the gravity, but it doesn’t seam too bad right now. Some things that might be fun to add would be a W map (ie length mapping) and normal mapping but those would be icing on the cake.

Hope you guys like…

Re: Fur

Here’s the standard sphere with the fur applied

Re: Fur

Looks awesome!

Re: Fur

That looks great! I’ve been wondering lately if I might use Rhino for some projects instead of SU.

Re: Fur

Dalomar… you´re brilliant! ;D

Re: Fur

Very impressiv!!! 8)

Re: Fur

:o You should be bored more often! This it’s very very impressive! Thanks for sharing with us, Damien!

Re: Fur

OUTSTANDING !,it is getting better and better,hope you will share some day :slight_smile:

Renee

Re: Fur

Thanks a lot guys…at the moment, I’m not sure exactly whats going to come of this. It may just be a blueprint to go about working on it for ourselves (I don’t currently know the state of vray fur within the SDK), or it may be its own thing. I’ll keep you guys posted, and I hope it gets out there, either as the script or as real fur.

Re: Fur

Wow :P. Amazing work Damien! Fur is very useful feature, hope it will get out public soon (i can’t wait).

Re: Fur

:frowning: :cry: oh no just for rhino, not for su. is there a possiblility 4 that script for su too? anyway very impressive.

Re: Fur

Sorry Nomer, but the chance is very very small at best. I don’t really have any desire to learn Ruby, and then there’s the whole thing of figuring out how to script within SU. I’ve currently got a lot on my plate anyway, and programming wise I’m trying to move into a higher, more complex language. Besides, as you imagine this kind of thing is quite complex, so it probably wouldn’t be something that would be achievable as a first project. By the time I’d actually getting around to finishing it, Joe would either be there already or be right around the corner.

The other option is that you could try working with Rhino :slight_smile: