Ornatrix and Skin Modifier

 
 
 
Posted by:studio_liddell
Data created:24 January 2014

Hi,

 

I'm working with Ornatrix on a skinned object.  I'm getting some weird results when I add an edit guides modifier to the stack.  As soon as the mesh is animated the random hairs within the groom flip orientation and generally ruin the groom.  Is there a procedure I should be following to prevent this for animation?

On my Guides from Surface I've tried both UV and Vertex Distribution and I still get the same weird results.  Any suggestions would be great!

I've uploaded a screengrab showing frames 0 and 1 and the setup of my guides from surface and hair from guides setup.

Cheers

Nick


Attached Files:
Image 1

I'm having the same issue, but with Skin Wrap modifier or using Point Cache modifier. With me, the hair goes crasy after opening the Max file. And if I send the file to render on the farm, all goes crasy as well!!

 

A help on this will be appreciated!

I found a solution. Just drop a Point Cache Binding (WSM) of top of all the modifiers, and all goes fine! I was using the normal Point Cache right after the Editable Poly, and before the Ox Guides from Surface.

The logic of this issues, was that Ornatrix was using a fake reference (the point cache), instead of the inicial geometry, so, normally, all went crasy. It's very important NOT to have any modifier in the middle of the Editable poly and Ox Guides from Surface.

 

Just do your animation, then apply the Point Cache Binding (WSM), and then delete the skin, morpher and editable poly modifier.

Thank you for posting the solution, it is much appreciated.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

Sorry to reply this old thread,
But it seems there is an issue using the method explained by Miguel.
I'd add to this, in my case, my fur is animated in the viewport and follow exactly the deformations of the mesh, rendering any frame works fine but rendering an image sequence and then the fur stay in its initial position and doesn't follow skin, skinwrap or even point cache deformation.

First image is frame 10 of the animation rendered as a single image
Second image is frame 10 from a rendered sequence, we clearly see the issue
Third image is the modifier stack

Do you have any idea how to fix this?


Attached Files:
Image 1Image 2Image 3

Let's do some testing.

  1. Remove the fur
  2. Add a new fur object to the mesh. Use the default Fur Ball preset and don't make any changes(maybe only the length so we can see it well in the render)
  3. Render the animation and post your results. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi Jeordanis,

here is the result using your instructions (I added Ox Arnold on top to be able to see the fur in the render):

https://youtu.be/rOoBRXtZd9g

My guess is it may be an Arnold compability issue.
I'm using 3ds Max 2020 and Arnold 4.3.1.20

Edit:
Here is the viewport animation with hair following mesh deformations:
https://youtu.be/TZJiOql2JR0

Are you rendering on a render farm? 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Rendering on a single computer directly in 3ds max, no backburner involved