| |
| Hi, Can you share a screenshot of your hairstack? Btw, you don't need MeshFromStrands to make the fur grab the model's UVs, Ornatrix does this by default. What renderer are you using? Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hi! It's grabing the uv (looks right on the viewport) but it renders with errors. And if I want to use two UVSets? I'm using VRay. Thanks. |
| I updated to vray 3.5 and the UV/Texture error went away. But I keep my question about using two UVsets without MeshFromStrands. Thanks! |
| Hi again, Glad to hear it is working now. You can add two UV sets to your basemesh and the hair will pick them. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| That's great, thanks! But what if I want the pre-strand coordinate uv? |
| Oh you are right, I think you are going to need MeshFromStrands in this case. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Thanks! Do I have to change to cyllinder strands in order to look the same? |
| Hi, I don't understand you last question, can you please eleborate? Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Sorry! The thing is that when I apply MeshFromStrands, the fur renders differently (see attached, the one with a black line), . It works fine on the body, but not in the had (same obj). Thanks! |
| Can I take a look into your scene? You can send it to this email: Jeordanis.f@ephere.com Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hi, I think I have found a way to make use of Per-Strand UVs without using a MeshFromStrands operator, but it will depend on tthe renderer that you are using, which one are you using? Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| I'm using VRay 3.5. Just sent the scene to you. Thanks! |