How to setup multiple Id/group splines hair workflow with Ornatrix?

 
 
 
Posted by:Vincit
Data created:26 May 2014

Hello,

This may be a basic question however i'm having some difficulty figuring out the structure in Ornatrix and how to approach this setup.

To demonstrate this i have attached a max 2014 file with a very basic scene.

Each color on the mesh represents a different Material ID, and the splines also have multiple IDs, I would like to have every unique ID to follow the unique ID of the spline shapes on top of it object without much (minimum to none) influence from the other splines. 

Reason for this workflow is that I would like to simulate the entire hair as one object emmiting from a single mesh object with multiple ids assigned in order to style sections of a characters hair by deviding the scalp with ID's and assigning multiple splines to shape specific sections.

Thank you in advance.

 

 

 


Attached Files:

>MultipleIdSetup.zip (29999 bytes),

Sounds like you are looking to have parts between these guide sets for styling. Parting can be done with a map if you wish. These is no spesific material ID option at the moment however.

Thanks

Michael

 

Hello Michael Thanks for the reply,

okay I will have a look at it, must have missed it.

Meanwhile this is what I am trying to achieve, which is like its mentioned in the docs as "grouping hairs", I have attached a brief workflow I was working with of a different way to approach it, but of course it would be more efficient to have the grouped hairs working on one object rather than seperating the object as done below, you think this is possible with "parting"and will it give me the same amount of control?

Thanks!

 

I suppose the material ID is the feature needed for such a task, but how do you work with this?
Especially in this case when you have many patches.

Do you have to create a modifier for each patch or there is an other way to do it?

I tried this but the new modifier doesn't do anything.
I also tried to edit the guide mat id by mat id and then display them all but it doesn't work either.

 

Any thoughts about this process would be greatly appreciated.

You can use a parting map instead of material ID's. Your map should have = color values for the number of parts you need

Thanks

Michael

Hello Dmant, Micheal.

I tried hair parting, unfortunately the results weren't accurate vs the "individual pieces" workflow stated previously above, some of the neighboring interpolations were having bad influence over the hair styling and others weren't folloing the custom guides properly, perhaps I may be missing a step and will try harder, but i tried many variations with it before switching back to the original workflow in mind, (sorry to mention and i know you guys are working hard and busy, but there is also a good lack of documentation regarding this matter which hasn't helped :), similarly "off topic" the matter of a proper material setup workflow to have full control over the hair strand and hue variation - currently it's a long setup that i have with gradient maps and noise maps, it would be best in the future to have a custom map written to work hand in hand with vray hair shader to avoid a long network node which may or may not work predictably, a map with hue/variation control and base to tip gradient control would be nice) but all in due time hopefully.

Dmant, if you are going with individual pieces setup then yes you do need to apply the ornatrix modifier to each one of them and then if you are doing dynamics you will have to create mesh from strands on each one, understandably this is a heavier setup but from our end it so far proved to be the one with most amount of control over the styling of the hair and its dynamics, especially when in some areas the hair is tied up and is not meant to move and in others it is meant to be loose or follow a specific direction.

Thanks and good luck!

 

 

Howdy Vincit,

Did you happen to take a look at our video on interpolation for tight hairs like this. It might help with your interpolation issues for tight hairs.

http://vimeo.com/93173124

Thanks

Michael

Hello Micheal,

Sorry for a late reply,

Yes I have watched this soonest it came out, much appreciated! however i was still having issues with its accuracy when it came to very long hairs on one side following a spline and very short or entirely different hair style on the same scalp following another, the interpolation on the neighbouring points were always causing some inaccurate results even with maps, I will try harder with more samples and maybe will try to post something again regarding this matter.

This is one fo the reasons i had to break up the scalp to seperate geometrical patterns to make sure the styling followed in a controllable fashion, the other reaons was dynamics.

Thanks again guys for following up all the time in these threads!

Kind regards,

OK I will repost your scene above with the setup. We will use this scene for a sample scene too so others can learn from it.

Thanks

Michael