Hair not rendering due to distance

 
 
 
Posted by:nottoshabi
Data created:18 April 2017

Our hair set up with dynamic simulation is not rendering after 33,500 units form origin. On the dynamics side I took the splines turned them into mesh strips skin wrapped editable splines to the mesh strips did the dynamics on the mesh strips and exported point cache of the splines. Then import them back in the hair file. Everythign works great and the hair renders from origin all the way to 33,500 units after that it stops rendering the hair. Hair renders fine with out the dynamics, aplying the point cache kills the rendering of the hairs the splines are still there in the view port and in the render.

 

 

We are running Ornatrix5. Any idea how we can fix this? 

Hi Mike,

I will look into this and get back to you shortly. Can you share a screen capture of your hair stack here? 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

The stack constists of:

  1. editable splines 
  2. skin wrap (to driver)
  3. ground strands (to hair caps)
  4. skin wrap (to driver)
  5. point cache
  6. srtand detail
  7. hair from guides
  8. strand guides
  9. strand length
  10. stradn frizz
  11. render settings
  12. mesh from strands 
  13. vray ornatrix mod

the drivers are a copy of the body we attach geo cache to, we dont always want the hair in the scene.

 

Hi Mike, Sorry for the delay.

I've been trying to reproduce this problem but everything is working correctly in my test scene. I have created a setup (Two times) following your description and replicating your hair stack. However, I might be missing something... Could be possible for you to shade your scene? If so, please send it to: Jeordanis.f@ephere.com. Of course your files will be safe. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you Jeo for taking the time to look into this. I'm sory I can not send files out. If the hair is stationary it renders when I add the point cache from the simulation is when the distance becomes an issue. This is the way we set up the simulation. Its 2 different departments that work with the hair before its final ending. We have seperate files and seperate riggs. The lighting department gets the stationary hair with the stack that is above then applys the point cache that comes from the fx department.

The fx hair set up goes like this:

We take the hair file remove all modifiers execept the Ox Guides from Shape, then add Ox Mesh from strands. This gives us geo strips in the form of the hair guides. We turn those strips into cloth and use the cloth modefier to create our simlation. We skin wrap the geo strips to the editable spline. We have an in house tool that does that for us, so every spline is wraped to one geo strip. Then we export cache of the splines out and import it back to the hair file on the lighting side.

And their stack looks like this:

  1. editable splines 
  2. skin wrap (to driver)
  3. Ox Guides From Shape
  4. ground strands (to hair caps)
  5. skin wrap (to driver)
  6. point cache (cache from cloth simulation strips)
  7. srtand detail
  8. hair from guides
  9. strand guides
  10. strand length
  11. stradn frizz
  12. render settings
  13. mesh from strands
  14. vray ornatrix mod

We are not married to this set up, it just works. Its fast, predictable and eassy to manage (most of the time). I would like to find something out that eliminates the distance all together and gives better controls and connection between hair style and simulation. For example the cloth strips are great on straight hair. But if the characters hair is anyhting but straight, curly or wavy the cloth route does not work very well cause the cloth strips straighten out. They do not hold shape very well, especially if the character does fast moving actions. 

Thank you for the extra info Milke, I'll have to get some help from the dev to reproduce this. I'll keep you posted.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Howdy Mike,

I think we do need some sort of scene to repro the issue. It does not need to be your production scene but even something that shows the issue with basic objects or a very stripped down scene would help.

 

Thanks a bunch

Michael