Displacement on short hair

 
 
 
Posted by:adam666
Data created:8 June 2016

Is it possible to use ornatrix for short hair animals and use turbosmooth and an accurate Vraydisplacemod with 32 bit EXR displacemet. I would like to have a reasonable low mesh for animation.

With the hair form guides - surface displacement - What is the purpose of the offset? I feel like this doesnt accurately match either 16 or 32 bit displacements at any setting. Am I missing something here?

I have tried ornatirx with a collapsed subdivided mesh (around 1 million polygon), a 16 bit displacement in the displace modifier but the mesh is just too dense to be usable in the viewport and takes a long time to ground guides or make edits.

Can someone do a quick breakdown of how it is done in production for animals with short hair? I've been searching online and having trouble finding any info or documentation about this.

Im using Vray and 3dmax and ornatrix 3. Was having trouble with V4.

Cheers.

 

Hello Adam,

You should use your displacement map in Surface Displacement for Hair from Guides. This will push out the root of the hair to match your meshes displacement. Offset is a multiplier for this map as you might see in other displacement modifiers. This allows you to better match your displacement if needed. 

 
As for Turbosmooth its a good idea not to have this at the on your hair creation mesh. You can equate it to having Turbosmooth at the bottom of a modeling stack. If it changes or updates the enter set of modeling procedures above can get invalidated. This is one of the reasons the default quick hair or preset setups for OX use a mesh as a reference. Then you can apply the Turbosmooth above the refrence line on the renderable mesh and not effect hair generation etc. 
 
For a displacement pipeline I would start with not a super low poly but a smoothed out mesh that can define your characters shape and silhouette correctly. This should still be very usable in the viewport. Remember that to match the hair to the render mesh you should only be concerned about any displacement that will effect the silhouette or overall shape of the geometry. Micro displacements that are small bumps or wrinkles should not noticeably effect the displacement of the hair. You can add a Turbosmooth to the renderable mesh if you like to increase the fine detail of a displacement there if you like. Another thing to consider is that if you are doing this for fur or short hair in most cases the underlying mesh will be covered by hair./fur So your fine displacements may not even be visible. Something to test out for each production.
 
Hope that helps some
 
Thanks
Michael

got to dig that out again.

iam still not exactly sure about the workflow here for 3dsMax.

Most of the time i use the vraydisplacement modifier on my basemesh.I use the vrayBMPFilter (better displace-handling) to load the 32bit EXR or sometimes a VrayHdriLoader.

If i use an Offset of "0" in the hairsettings, i get instersections between the Ornatrix Hair and my basemesh.

So somehow i must use the offset.But how do i get the "correct value" here?

 

As far as i testet now, an offset value of 1 seems to be correct for a displacevalue of 1cm.

It does work with the 3dsmax internal "displace" mod and the VrayDispalceMod.Also with a BMPFilter and the HDRloader.

 

to call it "Offset" - seems strange when you "have" to use a value of 1 to match your Displacement modifier´s-settings?

correct me if iam wrong.

 

Never worked this out for 32 bit vray displament modifier and the ornatrix displace modifier offset. 

I have used the 3d displace modifier (16 bit displacement) so the high poly mesh is displaced in the view port for the hair and hide it in render and have a low poly with a 32bit vray displacement for render. Only problem is because of the hidden high poly mesh the rig and viewport animations are very laggy.

 

It would be great to get a video tutorial with 32 bit vraydisplacement modifier and the ornatrix displace modifier and the offset setup. Iv tried it a few times and cant get a good workflow. Cheers