| This works as expected if I have a MeshFromStrandsNode above the RenderSettingsNode. But if I want faster lower resolution hair for animation and faster translation times then this does not work if there is no MeshFromStrandsNode |
| What does your operator stack look like? And which renderer are you using? Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Here is a screenshot Maya 2016 ext2 Latest Redshift Attached Files: |
| Yup, I can reproduce it here (even in V-Ray). We'll investigate, thank you. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Thanks for looking into this. I need this for a production I'm on. For low res renders it's hard to tell, but on the hi res stills it's killing me. Really enjoying Ornatrix in Maya. Thanks, |
| Great to hear you like it so far :) I am almost certain the problem is on RS side. Just shot them off an email with the solution. Hopefully will hear back soon and they can get a new build with the fix. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Any progress on this? It's becoming critical to get this to work for a production. Thanks! |
| Is there a fix or workaround for this? I'm in 1.0.9.8686 and still having the same problem. Aaron. |
| I know this was fixed on V-Ray, will check about Redshift. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| I just tried it here with RS 2.0.65 and Ox 1.0.1 and everything works as it should. Perhaps you're using an outdated version of Redshift? Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| I'm actually using v-ray 3.30.02 w maya 2016. Ornatrix v 1.0.9.8686 Just tried again in a fresh scene. applied fur ball groom to a sphere and moved the radius multiplier around. It affects the fur in the viewport but not in the render. Aaron. |
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| Ok, I confirm that the problem is still there. Will contact ChaosGroup for this again. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Hi, Has there been any update from chaos about this? Do you have any other suggestions for blending from thick to thin hair? I have a fur ball character that needs thin hairs around the eyes and mouth and thick hair everywhere else. I've been trying to use multiple hair systems with different render settings, but it's very hard to get rid of the seams between the systems when there is no gradient to the radius. Thanks, aaron. |
| Have you tried the latest VRay nightly? It should be working. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| We tried the latest stable build but not the latest nightly build. We can't roll out a new vray build until it's a 'stable build' I did find that if i put a meshFromStrands node after the rendersettings the radius multiplier does work. It works but changes the way my shader looks. I was using the vray fur sampler to adjust transparency with the distance along strand property and also the random by strand. I can get color variation with texture maps, but is there a way to combine that with a ramp along each hair after the meshFromStrands node is applied? Thanks, Aaron. |
| MeshFromStrands actually generates a polygon mesh from hair so it is expected that the result will be different. It also generates UV coordinates in configurable ways along the strand length, but it does not do it the same way as a native hair primitive does (with W coordinate going along the strand, I believe) so you'd have to use per-strand coordinate option and apply a gradient ramp varying along V coordinate to get variation along strand length. Marsel Khadiyev (Software Developer, EPHERE Inc.) |