so whats the plan is for max hair and fur?

Just been playing around with max 2010 hair and fur. Its nice, but needs lots of work. Just curious to know if there is a plan to make this fur production ready?

Which part of it? The Hair&Fur itself? Or the V-Ray rendering part?

Best regards,
Vlado

well i guess i am asking about the rendering part of it. The hair and fur is a max thing…vray just supports it now. But rendering fur is next to impossible…here is an example I did.

simple hair and fur on a teapot with single sun/sky irmap/bruteforce. Took my quad machine 41 minutes to render it. You can see my point? You would not be able to use fur in a standard vray lighting conditions and get reasonably fast render times.
Also, the fur is not motion blurring so that will be a part of the implementation I was asking about.

Worked fine with motion blur when I tested it… as for the slow rendering, turn off the “Tip fade” option to make it faster. This option is on by default, and it causes all hairs to be semi-transparent and you know how much V-Ray likes that :slight_smile:

Also typically you would use shadow maps for rendering the hair; they will be much more efficient than the raytracing shadows.

Best regards,
Vlado

vray 1.5 sp3 b

Do you have moblur enabled in the Object properties of the sphere like mentioned here? Chaos: Industry-leading design and visualization software

Best regards,
Vlado

i see…my mistake :slight_smile:

Hey Dmitry hows the render times with the tip fade off?

Not to detour too much… but where does one get that “vray 1.5 sp3 b” from?
Is that one of those secret hand shake decoder ring nightly builds, do I need to water board someone, start paying protection money to the mob?

sp3 came out then like a week later it was replaced with that because there was a minor issue I think.

Yeah but it is 1.5 sp3a then I guess.

I’m with duke2 in wondering what the speed increase was with tip fade off. We don’t do a whole lot of hair/fur (if any), but I like to mess with it in my spare time.

I’m guessing Sp3b is a beta build as we’ve been on Sp3a for months now and that’s all that is showing in our account.

the time has increased dramatically. But having said that, its still slow if you crank the aa etc.

Sorry, you’re right - i cant read :3

Quite a lot actually.
But the renders look SOOOOOO much better with tipfade on :slight_smile:

I will show some render soon

well if you want tip fade you need to go vray shadow map. Its the only way always has been.

If only vray lights could cast shadowmaps on all fronts, like dome light for example, that would be awesome. Otherwise if you build a direct dome light like old school there is no simple way to make sky shine through it etc…