Posted by: | matteopanebarco | |
Data created: | 7 May 2021 |
Grooming a bear This is my first thread so hi All! 1-As i told you i would like to have dynamics and i suppose i have to sim my guide and not the strands. do you suggest me to use moov phisics right?.the number and the shape of my guides are ok to perform a good and stable simulation? i think for now is enough.. | |
7 May 2021
#29941 | |
7 May 2021
#29948 | |
Hello, I will try to help you as much as I can.
1. Yes, we suggest to use Moov Physics.
Yes, you should use Moov on the guides, not the strands. I mean, you can use it on the strands, but it will be very slow. The amount of guides and guide points will not affect the stability of the simulation, but it will affect the speed. The number of guide points/vertices will affect the behavior of the simulation, specially parameters that work with the mass. Every simulaiton is different, but in this case I suggest to add a Detail modifier on top of the guides to reduce the amount of points as much as possible, maybe 5 points, then add Moov on top of the Detail modifier. When you are done with the simulation, add another Detail modifier above Moov to set the point count back to your desired amount of details.
2. Sometimes fur doesn't need to be simulated, but it will depend on the scene, the shot, what you are trying to achieve. Here are some alternatives to full simulation: Oscillator modifier: https://www.youtube.com/watch?v=DId520P4BAk Resolve Collisions: https://www.youtube.com/watch?v=BeS-9e8zIWc Resolve Collisions: https://www.youtube.com/watch?v=EoGlK66YAKs Noise modifier(This is for Maya but it works the same in Max): https://www.youtube.com/watch?v=7unbJm3G3p0 It is up to you if you want to split to groom in different parts. If it makes it easier for you, I don't see why not.
3. Using Strand Channels and the Ramp Curves provided in different parameters of the Moov modifier. Here you can find more information about strand channels. They are like texture maps but painted directly on the guides or strands.
4. Do you mean like length randomness? The Length modifier have a randomization parameter. Give it a try.
5. I suggest having a separate groom for the face, to have better control over the guides without affecting the rest of the body. Then experiment with the different interpolaiton settings. Another option is to add those details as a separate hair object and don't use interpolation at all. Since those are very small details, I would add them by hand, maybe even strand by strand. I hope this helps.
Jeordanis Figuereo (Product Designer. EPHERE Inc.) | |
8 May 2021
#29949 | |
hi Jeordanis, thanks a lot for your precious suggestions..i'll give it a try i can't find the noise modifier in ornatrix for max v6 maybe i have to upgrade to v7. for now i' am using 3dsmax but i dont exclude to use the maya version in production. i've seen from tutorials that there are not som much difference between maya and 3dmsax ornatrix version. has ornatrix for maya better performance than 3dsmax version? last question :) if i use maya for groom and animation can i export all the simulated strands via alembic and render in 3dsmax(i love corona render) or is better to render in maya? i will have approximately 4 milions of animated strands.. thanks a lot! Matteo |