Fixing eyebrows onto a character....

 
 
 
Posted by:Stokeyboy
Data created:17 August 2018

Hi there. 

I'm working on a cartoon style character - the character's head has morph tagets (to drive an eyebrow raise for instance). I've created Ornatrix hair to begin work on some eyebrows. (This of course has created and instance of the head). I'm using a sub selection of polgons (above the eyes) so that hair will only grow in this area. Moreover I'm using a map as a distribution mask to control the shape of the eyebrow. This all works really well. In fact - I've groomed up a pair of pretty dandy eyebrows. My problem has come right at the end of the process. I need the eyebrows to be dark - but the flesh below to be skin coloured. The problem? The hair needs to remain an instance of the actual head geometry - so that when one deforms (with the morpher) the other will deform too. When the real head and the "eyebrow head" are instanced I can't find a way to give one a different material to the other - is their a toggle or something somewhere htat I'm missing here? How do I overcome this issue? (I've tried a bunch of workarounds - nothing satisfactory). Many thanks for your bright ideas!

Hi Stokeyboy,

If I understand correctly, you want the distribution object and the hair to have different materials, right? You can just select the hair and assign a material to it. The hair and the distribution mesh are different objects. Let me know if I am missing something.


Attached Files:
Image 1

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hey Jeordanis - many thanks for taking a look. Cool

There's a little more to the problem perhpas - though I too may be missing something (it's been a while since I picked upo "hair" so getting my head back into it!) As far as I know - the moment you create hair on a object - the hair is generated as an instanced duplicate of the original object. (as you can see if you click right to the bottom of the stack - it's in BOLD text (ie. instanced). Being an instance is important if you want to deform the orginal object  in some way for an animation for instance (pun intended) - either with bones - or with a morph target. Because the orginal object and it's fur are two oblects refereing to one another - the fur correctly deforms with the original object. If you break the instance link - the fur is now an isolated object and you can give it it;'s own material - BUT the drawback is that it won';t deform with the orignal object. damn.

OK - the truth is - my set-up is pretty complicated on this character - large multi-sub object materials nested in a V-Ray blend and much else. You inspired me to brewak the problem back down to it's basic parts and I realised I was assuming that the eyebrows needed a polygon sub-object ID designation - whereas all they needed was some polygons "selected" in the stack - without the ID toggle ON at all. It's all a bit of a mind scrambler - but thanks for giving me the trigger ;) Ed