Description

Title:Offset Render Hairs According to Displacement
Category:Workflow
Status:Implemented
Priority:
Posted By:Danny ( Danny Young )
Date Created:14 April 2014
Description:

Maybe this is already possible and I don't know about it but it would be great to be able to tell hairs to render offset from a mesh object according to a displacement map. 

For example, if you have a high detail face you might have a mole or a scar a thick wrinkle.  If you wanted to grow hair out of that the root starts at the cap and extrudes through the displacement.  It's rare that you would be able able to notice such a thing but on a close up shot it might be a really nice detail.

Follow Ups

Right, it isn't currently possible but sounds like a very good and useful idea. I am adding it to the V3 TODO.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

Awesome.  Thanks, Marsel!

Oh and just one more thought on that.  If there was a rough viewport visualization of the offset, so that the render wouldn't be too far off.  That might help save a lot of back and forth time trying to sync up hair lines.

Right, naturally the viewport hairs would also be offset so hopefully that'll be helpful. I am just planning to add an offset along the distribution mesh normal for some specified distance multiplied by a map value. That should be good enough, though the distance would probably have to be manually set and matched to the displacement distance used for the underlying mesh itself.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

Hi,

 

I think this is a must, at different places where i've worked we had to deal with that and is quite an important feature to have. Not just for clse ups but lets say you model an animal and use displacement map for detailing the body further, once you add the hair you miss all those surface changes if you can't add displacement on the hair, we had tha problem in clash of the titans and we had to deal with that in a complex manner. Adding displacement to the hair is a must :) 

Thanks for the input, this is pretty high on the TODO list for V3. It will probably be in one of the upcoming builds (not the next one).

Marsel Khadiyev (Software Developer, EPHERE Inc.)

This feature will be available in next build (3.0.1.9)

Marsel Khadiyev (Software Developer, EPHERE Inc.)