Formatting Ornatrix Hair Objects for Team Use

 
 
 
Posted by:msheldon
Data created:23 September

How can hair generated with Ornatrix be shared with other team members using the output in 3DS Max?

The Ornatrix licenses on our team are limited because only some people are responsible for creating model assets. However, there are many team members using those assets for final rendered content. Is there a way we can collapse, export, or format the final Ornatrix results to ensure that their output is consistent and usable for anyone without an Ornatrix license who is using 3DS Max and V-Ray for rendering? 

We're not doing any animation with the hair, only static models.

P.S. If there is a streamlined workflow to export an additional version of the high poly hair so it can easily be converted over to hair cards for a low poly model, that would be great. (We're limited to one PBR metal/rough 2k material to apply hair for a standard Khronos-compatible GLB.) 

Thanks!

Hi, you don't need to authorize Ornatrix on machines that will only render the hair, not model it, so you don't need licenses for them.

See "Render Nodes" in https://ephere.com/plugins/autodesk/max/ornatrix/docs/9/Pricing_and_Licensing.html


Ivan Kolev (Software Developer, EPHERE Inc.)

Discord: ikolev

Hey msheldon

As for the first question - Ivan explained everything correctly, but I want to add that you can export the hair to .vrscene or V-Ray Proxy. For V-Ray Proxy, just export the Ornatrix Alembic and then create a V-Ray Proxy and select it. This way you wont need Ornatrix at all for rendering, nor its license. At the same time, in the .vrscene format the scene renders faster.

Regarding your second question: if you need HairCards that you want to generate from a finished hairstyle - you can use this method.


This is a tutorial for Maya, but the settings are similar. The method doesnt work perfectly, but it can help you quickly generate HairCards from your hair with a 2K texture.

There is also a more refined method, which in most cases produces a good hairstyle. This is the Unreal Engine workflow.

All you need to do is export the Ornatrix Alembic and import it through the Groom Plugin in Unreal. Then use the HairCards Generator in Unreal Engine, which is demonstrated in these tutorials - https://www.artstation.com/artwork/n03aB4

Then you can export back to FBX and select the texture resolution there, etc.

___

I'm 3D grooming Artist since 2016

My portfolio

YOUTUBE

@charlyxxx

Thank you for the detailed explanation! This is exactly the type of solution I was looking for. 

Hey msheldon

You're welcome. I also recorded a separate video for you about the Unreal workflow it might come in handy too.

___

I'm 3D grooming Artist since 2016

My portfolio

YOUTUBE