Hi Everyone, I do have a little dumb question, I dont know why but i couldnt figure out, so i was watching this video and go along with video ( https://www.youtube.com/watch?v=-RLN-wE47zw ) whenever he click sinks editting tool he can make surface comb node work but whenever i click sinks editting tool and click on mesh its select my bald cap mesh I am using trial version btw. * I also add screen capture in case you need Thank you everyone! |
| Hi Ömercan, It seems like you forgot to upload the screen capture. I just tried here and it's working fine, I used the demo version 1.3.1.12011. Make sure you have the Sink Editing Tool in Add mode instead of Edit Mode. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| silly me, i forget to press upload :) so this scene. |
| Oh, I see you are using Maya 2018. I was able to reproduce this problem there, it's working fine in Maya 2017 though. We'll fix this asap. Thank you for the report. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| This issue has been fixed in build 12194 and up. I'm not sure if you have access to nightly builds, if so, please give it a try and let us know. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hi everyone, I have exactly the same problem with an upper build 12895. I am not on trial version like Omercan. Do i have to pass on 13734 and this problem is fixed on 13734 ? An other problem, Ornatrix doesn't seam to take mesh smooth preview like xgen but real number of poly, if found a post on this forum who talk about it (https://ephere.com/plugins/autodesk/maya/ornatrix/forums/general/thread_3557.html) from Jeordanis again , but for render reasons i'd like to not change my polycount. Is that possible ? Low poly for long hair work pefectly but for a short groom it's a bit problematic. Thanks very much for you're reply.
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| HI, Yes, this problem has been solved a few builds ago, please try the latest stable release. Indeed, hair and guide distribution are topology and UV based. When you are using smooth preview the topology is not changing, is just a preview, so this will not affect the hair or guides. If I understand correctly, you want to increse the poly count to create the hair, but you don't want to increase the poly count for rendering. In this case I would use a separate distribution mesh extracted from the character main, subdivide and create the hair there, then you can hide this mesh from rendering and keep the hair. Another thing you can do (Only on V2 beta I think and is still in development) is bake all the hair when you are finish your groom, this will collapse the hair stack into a BakedHair node, there you can attach the baked hair to another mesh, for example, your render mesh. Let me know if this helps. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Well thanks a lot for you're quick answer. I got Maya 2018.2 and ornatrix 13734 (i upgrade it) and sinks edit tool doesn't work. I tried it on a sphere, it work perfectly on maya 2017, but not 2018 so i have to save my groom on 2017 and reopen it on 2018 for now. So i guess their still a bug, but i don't know if it is a maya or ornatrix bug. On the V.2 Beta, can i put a lenght node on a bakedhair node ? For the hair rendering that help, I will increase my polycount because if I Bake the hair i couldn't animate the lenght node anymore with a mask ? Thanks again. |
| Actually you are right, I was testing on Maya 2017. We will look into this and keep you updated. Thanks. Yes, you can add a Length operator on top of baked hair, other operators like Frizz, Clump, etc will work too. Have in mind that V2 is still in beta and is intended for testing only. I just tried and you should be able to attach the baked hair to another mesh using V1 too, please try and see if this works for you on render and animation. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |