Is there any way to have the fur guides computed after the displacement is computed? This could potentially be a pretty big issue on a production our studio is working on at the moment where we’re building rigs that use animated displacement maps to help drive more fine deformations. Right now as it stands, the displacement of wrinkles and muscle strands is eating into our fur.
The problem for the moment is that the displacement is a render time effect and is not available when the fur needs the base surface.
We could perhaps add a displacement slot to VRayFur that would offset the strands based on the displacement values - would that work for you?
Best regards,
Vlado
That would be perfect. That’s basically all I’m doing now in Houdini/Yeti anyway, so if VRay had that it would be great.
I’ve got a couple other minor requests too:
1) Shadow opacity controls in VRayHairMtl3. Right now we can set transparency, but often you don’t want the look of transparent hairs, but would rather they appear sharp and just have the shadowing less dense.
2) Is it possible to have it so that the vrayFurProperties isn’t deleted when the geometry inside of it is deleted? Right now I just keep a placeholder sphere inside so avoid that happening, but I could see it being frustrating for newer users who don’t know to expect it.
Cheers.
I could use this right now, did it ever get added?
Cheers
Chris
I’m working on it right now, will update here when it’s ready.
Best,
Emil
This is implemented now and will be available in the next nightly.
You will notice a checkbox in the fur properties node saying “Ignore parent mesh displacement”, if checked -- displacement will be ignored (as before). Unchecked by default.
Best,
Emil
Thanks Emil! Will give it a go!