Title: | Physically Based Brushes With Realistic Behaviours |
Category: | Other |
Status: | Considered |
Priority: | |
Posted By: | stevejjd ( Stephen James Davidson ) |
Date Created: | 8 May 2015 |
Description: | Hello, clovis gay had made a brushset for 3ds max to brush splines. He may not develop it further as it is difficult to progress his toolkit from 2D to 3D. https://vimeo.com/111411150 I really want this functionality very very much. Please consider making your blushes behave like this! :) Please make these brushes and also make sure that hair responds to the brush in a reasonably physical way. Im not talking about full on physics based brushes - just quick ones that mimic hair like behavoiur...sort of 'cheap' phisics. |
8 May 2015
#6078 | ||
Thank you for the suggestion, Clovis did do a very good job with those brushes Marsel Khadiyev (Software Developer, EPHERE Inc.) | ||
8 May 2015
#6081 | ||
Thank you - I did talk to him about it and he may or may not develop it; perhaps its woth Ephere buying it off him or at least talking to him about it. I would really love to see this functionality and soon :) Thank you Marsel for taking the time to read and consider my suggestion. Update ---> The most important thing that needs developing and is a top priority is Brushes and Brush effects The most important thing in hair creation is contrilling the guide curves. All the other tools are fantastic but I think a very strong push to develop tools to brush and control any curve or hairguide with realistic effects is a must. http://www.fxguide.com/featured/barbershop-at-weta-sci-tech-winner-explained/ Please look at the weta toolset for inspiration. The most important thing is Brush control and the effect the beush has on the fur/hair. | ||
5 June 2015
#6200 | ||
I agree. Clovis' brushes are really nice, especially the curl and gravity ones. I also agree that a greater variety of brushes is needed! John Brophy Fine Art www.jbrophy.com | ||
17 June 2015
#6265 | ||
I couldn't agree more.
This is the best brush control I've seen to date.
https://vimeo.com/116178807
Your scissors are there...but the control of the guide hairs are weird...the way roots stay in place.
Also the the hide back facing roots and back culling does not seem to work...at all....I spend more time unselecting hairs that I want to focus on then I do ones I want to select. That's a killer.
Also the sub selection thing sstill doesn't work. I appreciate you guus "fixing it" in that point release. However, it's still not right. I don't think this is your fault. When your weighting points in max and you zoom into a sub selection of points the exact saem thing happens...the target doesn't stay withint the center of the sub selection. Might be a Max thing. | ||
18 June 2015
#6268 | ||
Yep, more energy into awsome brushes is needed.The brushes already implimented are good, but dont let good be the robber of the best. Realistically, there needs to be more demand for it, not just a handful of people. If we want this we need to make more noise. | ||
1 September 2015
#6463 | ||
One great thing about the houdini comb or clustering brush is the fact that it's working in 3d, only hair within the sphere are affected by the brush. in ornatrix (unless i miss something) it's all the hairs within the circle of the brush, there is not "zdepht" falloff witch make it quite hard to use on most situation. the only walkaround is using selection but you end up loosing lot's off time selecting hairs. | ||
1 September 2015
#6464 | ||
How do you determine the "depth" in houdini? Does it 'snap' to the closest guides/hairs it finds in the viewport? Do you have a slider to control it? Marsel Khadiyev (Software Developer, EPHERE Inc.) | ||
1 September 2015
#6465 | ||
I dont know if it helps but you can see an example of Sphere and Depth based brushes in Polytools.
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2 September 2015
#6466 | ||
Thank you Stephen, I will check these out. Marsel Khadiyev (Software Developer, EPHERE Inc.) |