Grooming a bear

 
 
 
Posted by:matteopanebarco
Data created:7 May 2021

Grooming a bear

This is my first thread so hi All!
ok so i'm tryin to groom a bear with Ornatrix v6 for 3dsmax and i have tons of questions :). that's the first time i groom a complex animal like that so forgive me if some question are noob question
I attach a wip and a screenshot with the guide and a ref pic, there are a lot of things i want to fix but it s a starting point.
This is a test but i probably will use Ornatrix in production for a commercial spot. so when i will be happy with the groom i would like to test also some animations and dynamics.
here is some questions:

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?
2- I am not sure what is the best workflow to simulate this kind of fur. do i have to split the groom in differents body parts? legs, body head etc?
3- i've seen there aren't any maps slot in the moov phisics modifier to weight the phisics simulation so how to handle the parts where the fur is really short and doesn't move at all like in the nose?
4- Wich is the best way to control the lenght variations of the strands? for now i change the lenght of the fur manually manipulating the guide. my workflow was: i created guides from the scalp object. i set a short lenght cause was easier to comb in the face. i use to ox comb mod to give a rough flow to the fur and then i manually comb and grow guide where it needed then i add randomness with lenght modifier.
Now i would like to smooth out the lenght in some parts (green circle in the attached image) what is the best way to doi it?
-5 what is the best way to add details and variation (like red circle in ref image) without having strange interpolation on strands(like blu circle).

i think for now is enough..
Thanks in advance!
Matteo

sorry i forgot the image.. :)


Attached Files:
Image 1

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.)

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