Interpolation

 
 
 
Posted by:magilla
Data created:17 October 2016

I'm having a lot of trouble with a very simple groom so I decided to do some tests. I created strands on sphere and rendered with different interpolation types. I can't get a round sphere, only spikes. What am I doing wrong?

 

Found it, Randomness attribute was .2


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adding a dynamic operator to the stack gives me this error
// Warning: Ornatrix: Your video card does not have enough resources available. Check that it supports CUDA Compute Capability 3 or newer and has enough VRAM available. Also try increasing max. particle count. //

I have a Quadro 4000 card 6gb.

Hi Magilla,

I can't reproduce this error but I reported it and the dev team will check it out. Smile

 

Best Regards,

Jeordanis F.

 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

thanks mate. I swear it feels like I'm losing my mind sometimes, some of these errors pop up than disappear. At a guess I reckon Redshift is stealing all the memory so it can't perform the dynamics. I tried unloading Redshift and creating a scene from scratch but I get the same error. What is the maximum particle count and where do I modify it?

Anywayso, removing randomness made the sphere nice and round but it had 300 guides - way too many to be managable so I dropped it down to a more practical 30 and I get the same spikiness in the hairs. guides are set to uniform distribution, interpolation is affine, 3 guides.

 


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Hi Magilla,

In regards to the Dynamics problem, Quadro 4000 card doesn't support Cuda Compute 3+ which is required by current dynamics operator, here's a list of cards and what they support: https://en.wikipedia.org/wiki/CUDA#GPUs_supported

More info:
https://ephere.com/plugins/autodesk/maya/ornatrix/docs/1/Dynamics.html#Supported-Systems

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

About the other problem, can you check if you have any map connected to an Operator? 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

no map is present

seems to be happening on all interpolation methods except for polar - polar works fine on a sphere but does not work well with UV mapped geometry

 

 


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Hi Magilla,

Can you please post a picture of your Stack operator for this object? Thanks! 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

it was just a default sphere, add hair, nothing extra.

In relation to the cuda error - I can get a hold of a Quadro K4000, but would a card with only 3gb memory be enough to simulate a toony character with 800 guides at detail level 20?


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HI,

For the sphere, do you want a rounded and uniform result right? In the image below I get the result you are looking for by changing the Distribution Type to Uniform in both: GuidesfromMesh and HairfromGuides. 

I'm not sure about the Dynamics but I will ask the devs. Let me know if that help you. 


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Jeordanis Figuereo (Product Designer. EPHERE Inc.)

The guides were on uniform but hair is on random. Are you saying the other modes are broken and I can't use them? Why doesn't it interpolate as expected?

Hi,

Magilla, all the distribution methods should work well for you. What I'm saying is that if you want your hair without any variation or randomization those settings works best.

Can you give me an idea of what you are trying to achieve exactly? 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Regardles to your video card, You should not have any problems generating particles for these guides internally, there's is not a memory limit. :)

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

all of these methods should produce a round sphere, I don't want uniformity I just want roundness. it looks like they are interpolating from strand tip to tip in a linear way, not taking into account the topology of the surface between those guides, which causes those straight edges in the fur.

Hi Magilla,

Now I understand better. If you don't want uniformity and just want roundness, you can try a 0 value in GuidesFromMesh - Randomness parameter, then you can use a random face distribution model. That should work.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

yes, that is the setting already. 0 randomness, random face (or area), three guides, Barycentric

If I use Vertex distribution in the GuidesFromMesh - or - if I use polar Interpolation in the HairFromGuides I get a round sphere, all of the other options produce straight edges.