Title: | Even Distribution |
Category: | Crash/Critical |
Status: | Fixed |
Posted By: | vfxduo ( Jits Digital ) |
Date Created: | 3 September 2019 |
Title: | Even Distribution |
Category: | Crash/Critical |
Status: | Fixed |
Posted By: | vfxduo ( Jits Digital ) |
Date Created: | 3 September 2019 |
Description: | Hair not being distributed evenly with selection sets. I uploaded a test scene |
Steps to Reproduce: | |
22 October 2019
#26346 | ||
22 October 2019
#26357 | ||
One guide is not intended that is part of the problem and I didn't use distribution maps in this scene. | ||
22 October 2019
#26362 | ||
The problem is that when we use a selection tag, we're still distributing over the whole mesh, just ignoring all the faces that are not in the selection. With only 300 gruides for a mesh that big, there's just one that landed on the mustache. Even increasing the guide count to 30k, still there's not enough guides to make a good groon on that seleciton. What you can do is copy those faces to a new polygon and use it as the distribution mesh. We're discussing to implement an option to redistribute the guides on the selected faces only. Would that be helpful? | ||
22 October 2019
#26363 | ||
Yes, that would be way helpful, | ||
29 October 2019
#26430 | ||
We added a new option "Redistribute Face Include" to Guides From Mesh to redistribute the guides over the selection, isntead of ignoring all non-selected faces. Can you try if you can now continue with your workflow? | ||
29 October 2019
#26434 | ||
Please show me a screenshot. | ||
30 October 2019
#26435 | ||
30 October 2019
#26438 | ||
1 November 2019
#26444 | ||
The Latest Stable (0.2.5.21234) still do not have it. But the Nightly do (0.2.5.21255) | ||
1 November 2019
#26446 | ||
Yes, it does and it works well for my workflow, but I've seen some errors should I report them? | ||
1 November 2019
#26447 | ||
2 November 2019
#26448 | ||
Surface comb doesn't work when 'Redistribute Face Include' is activated and if I create another selection set on the same mesh and put in a new furball I cant choose which selection set I want to use and if I put the new selection set directly in the furball setup it doesn't still work. | ||
5 November 2019
#26456 | ||
Surface comb (and sinks) will work only on the selected faces. About multiple selection tags, you're right, there's currently no way to use any other than the first tag. That's something we were waiting for some feedback, and I agree should be implemented. | ||
5 November 2019
#26458 | ||
Yes, I know 'Surface comb (and sinks) will work only on the selected faces.'' but I'm specifically talking about the Distribution.c4d project, surface combs and sinks don't work on it. And please inform me when the multiple selection tags workflow has been implemented . | ||
7 November 2019
#26472 | ||
Another error is that distribution maps don't work well both b/w maps and vertex maps. | ||
8 November 2019
#26473 | ||
The selection tag field is already on build 0.2.5.21345. About this... "Another error is that distribution maps don't work well both b/w maps and vertex maps." We had some similar reports, but I still don't understand what you're trying to do. Do you have any example? Looking into the sinks problem now... | ||
8 November 2019
#26474 | ||
https://www.instagram.com/p/B4fwOwrDlyZ/ That type of stuff...I'll upload a scene later. | ||
8 November 2019
#26475 | ||
Here's a test scene.... | ||
13 November 2019
#26489 | ||
Any update? | ||
15 November 2019
#26499 | ||
I fixed the vertex map just now, it will be available only at tomorrow's nightly build. | ||
15 November 2019
#26500 | ||
Okay...The B/W maps and surface comb and sinks are still in progress, right? | ||
15 November 2019
#26501 | ||
the surface comb sinks were fixed, are you still having issues? by b/w maps you mean Color maps tags? That should be ok too. | ||
15 November 2019
#26504 | ||
B/W(black and white) maps for distribution...Did you read the notes in the maps.c4d project I uploaded, Yes the surface comb sinks now work. | ||
22 November 2019
#26550 | ||
Hello.. | ||
22 November 2019
#26551 | ||
(I'm sure I answered this before, probably was some error while posting) If you talk about painting a Color Map in Alpha mode, we're ignoring the alpha component. It does not affect the map visually and causes more problems than it solves. Please use the Opacity. If alpha is really necessary on this workflow? But in any way, the Vertex Map shader inconsistencies has been fixed last week, for both Vertex Map Tag and Color Map Tag, should be working fine now. If this is not the case, and the problem persists, please explian the steps to reproduce it. The rig example in that scene is pretty basic, with just simple color shaders, I need to know exactly what you expect me to do with it. | ||
23 November 2019
#26554 | ||
I dont really understand what you mean by color map tag and using opacity..please explain...but look at this video https://www.instagram.com/p/B4fwOwrDlyZ/ though this is Maya he created something like a selection set and then used that for distribution he then painted a black and white map in the shape he wants, to define where the hairs appear and where they dont based on the selection set tho'.probably black is 0 and white is 1 then maybe the soft parts(gray) of the map contain some hair(just how alpha maps works)..thank you,that is what i meant. | ||
23 November 2019
#26555 | ||
Ok, but ho you're doing this in C4D? You said this is not working. Or are you actually asking how to do it? I usually do this with Vertex and Color maps. | ||
23 November 2019
#26556 | ||
Thanks I know how to do it tho'...the problem is that i avoid painting on vertices cuz it requires a high poly mesh to paint a smooth looking map...and i tried using a 3rd party painting tool(which doesn't consider poly count) to paint on the model when i imported the bitmap to use in GFM or HFG operator distribution map slot it didn't work well(maps.c4d).Thanks for the quick tips still...ill try them..but lemme hear what you have to say based on what i wrote. | ||
26 November 2019
#26572 | ||
I tried the maps.c4d file again and it seems to be woking fine with the fix. |