Hey there, so, finally got ornatrix now and exploring it while doing my first hair job...
I´m mostly getting the results I´m after pretty easily, but I still have a couple of workflow questions:
1. Dynamics I´ve tried both massFX and moov dynamics and I´m not completely sure when to use which. A) Can MassFX not handle deforming base meshes? Or can it just not interact with deforming collision objects? B) For complex physx simulations I would need to use MassFX, but other than that: What would be reasons to use either MassFX or moov? C) For me working with moov is quite a lot slower than it looks like in the tutorials I found online (almost realtime vs 2-4 seconds per frame here), so which settings have the biggest impact on simulation speed? Polycount of collision objects? number of strands? Steps/iterations? strand detail? D) Is the cache of dynamics saved within either the moov physics modifer or the animation cache modifier? Like its the case with 3ds max cloth modifier? I just noticed my scene getting bigger and bigger in size when copying my ornatrix setup a couple of times. Also i noticed that sometimes, when I wanna rerecord the dynamics, the new cache doesn´t get recorded and I have to cut and repaste either the moov or the animation cache modifier, so it gets reset.
2. Styling: A) When should I use hair clustering vs clumps? hair clustering mainly seems to have less options. B) How do I rotate clumps randomly, so they are all oriented slightly different? I think using surface comb without bend and some
3.Import/export A) I´m still looking for the best way to add particles like dirt or snow to my hair. My latest idea was to simply use the guide splines to attach particles via tyFlow. Since I´m having problems with just using the complete stack, I´d like to export the animated guide splines. I tried just using the alembic created by ornatrix animation cache, but thats not exporting the guides. How do I go about this?
|
| Hello Acolori, Thank you for joining the community. 1. We recommend to use Moov Physics instead. massFX has been deprecated and we are not supporting it anymore. The amount of strands and strand points are the aspects that ahve more impact on the performance of the simulation, followed by the collisions. I recommend to work on a low poly version of your collision meshes and work on the collisions only after you set the initial settings. The cache for the simulation is saved using the AnimationCache modifier, the cache will be saved in a file outside of your scene. Is it possible to take a look into yout scene? I want to see if your problems related to caching the simulation are a bug or not. 2. Hair Clustering modifier has been deprecated and replaced by the Clump modifier. The old one is still included in new builds to preserve retro-compatibility. I don't quite understand the question about rotating the clumps. Do you want to twist them? 3. Maybe you can follow THIS link to convert the Ornatrix guides to 3ds max splines and apply TyFlow to them? Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hey Jeordanis...:)
1. Ok, thanks, that clears it up. I wanna figure out myself first if what happens is reproducible. 2. Thanks for clarifying. I know there is a twist option in the clumps, but I want every clump to have a slightly different rotation. I know I can use standard noise, not sure though how to only apply it to the tips of the guides, instead of the whole guides, so they don´t detach from the growth mesh. 3. This only works for static splines. I want animated splines. Not sure if thats even supported in alembic...:) I found a possible workaround with tyFlow though, still would be good to know if I can export animated guides as alembic OR animated strand meshes as alembic.
|
| Another issue that has come up: the changes in the edit guides modifier keep randomly resetting. Can´t quite pin down why, sometimes happens during autosave (which I´ve turned off for now), now it happend while opening the material editor. Is there any way to prevent this? I tried adding an ox Strand Cache above it in the stack, but that didn´t do anything. What DOES the strand cache actually do? |
| Hey, 2. Can you clarify i we are talking about twisting or rotation? If twaiting, you can generate a Random data Per-Vertex channel using the Generate Guide Channel (See the videos in the docs) and use this channel in the Twist Channel slot of the Clump modifier. The Per-Vertex will have random data along each individual strands, which will give you random twisting not only for each strand, for also for each vertex on the strand. 3. Export the animation cache using the Animation Cache modifier, this will automatically load the cache file in this modifier, then add Edit Spline on top of Animation Cache modifier. This should work with animated hairs. What is your workaround? Edit: 4. Can you send me a simplified version of the problematic scene for testing? Is not something that I could reproduce here. The Cache modifier is not intended for this. This is certainly a bug. Find more info about the cache modifier here. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| You should use Moov Physics instead. massFX and Hair Clustering modifier has been deprecated. basketball legends |