Hi there,
I have furry characters in my scene. I need to comp the fur, so I wish to render it alone. So, I need to :
- set the fur non visible to camera (if I set the emitter “non visible to camera” , it does not change the fur appearance, only the emitter)
- set the fur non renderable (the only way I found to prevent the fur from rendering is to disable the modifier, because changing the renderable properties of the emitter doesn’t affect the fur neither)
It would be great if the hair and fur could absord its emitter render properties…
But it would even more greater if the fur could have its own render properties (sometime, you need the emitter to be hidden and not the fur…), otherwise I have to reference the emitter object, it’s a little bit heavy.
No answer…
This problem is very annoying here. If Vray can’t make “non visible to camera” hairs, this is no go for the 30 people production I’m working on.
I’m convinced the proximity of Chaos group and their customers is the biggest difference with mental ray. Don’t make me lie…
Unfortunately it is a limitation of the way the Hair and Fur is implemented in 3ds Max - as a modifier, rather than as a separate object like VRayFur.
Anyways, in the upcoming service pack for V-Ray 2.0, you can assign any shader to VRayFur, so you can use the VRayOverrideMtl material to make the fur invisible to the camera.
I have the same problem here and I’m trying to use the VrayOverride mtl to make the hair invisible to camera.
Vlado what is the best way to make this in hair&fur object?
Same what I said above; assign a VRayOvderrideMtl material; put a perfectly transparent material for the base material, and a VRayHairMtl material to the rest of the slots; and make sure that the “Max. transparency levels” in the V-Ray system settings is high enough.
Hummmm
Maybe i’m doing something wrong but still can’t make H&F invisible to cam…
VrayOverrideMtl doesn’t change anything.
The only way i’ve found is : to switch in Geometry mode, make the H&F grow’s object invisible to cam.
The next probleme is that it create bug in renderers (and in alpha), or we must increase considerably max transp level and so render times…
Indeed this is working great as long as we up max transp. level to 500.
I hope this won’t increase my render times (this aim of this is to render a beauty decor with (fury) caracter’s shadows ) because i’ve got a lot a SSS or refraction.
By the way, now the probleme is that the shader can’t be assign via a Pass Manager… guess i’ll have to script that
Any chance that this limitation will be addressed in Vray 3.0 / Max 2014? Override material is ok as a workaround but being able to assign object properties would be ideal. Has anyone from Chaos contacted Adesk about altering the hair & fur implementation to allow this? Also, it seems to work fine with Mental Ray…so not sure how they are doing this and Vray cannot?
They BOTH obey the current object properties in Mental Ray. I never emit hair from the actual render object anyway, so that is not a problem. In Vray the base object gets the object properties applied but the hair does not.
In Vray the base object gets the object properties applied but the hair does not.
Unfortunately Hair and Fur geometry doesn’t respect the object properties parameters when render with V-ray, for the moment.
I will update our system about this issue.
Our developers managed to fix the issue with Hair & Fir objects and “Visible to camera” parameter.
Most probably the fix will be included in the next release.