Posted by: | willilix | |
Data created: | 20 September 2021 |
Hi there, | |
20 September 2021
#30444 | |
Quick add: | |
20 September 2021
#30445 | |
Hi, I'm glad to hear that you like Ornatrix so far. You don't need to convert the hairs to mesh to texture it. By default, the hairs will inherit the UVs of the distribution mesh/scalp/character. Paint the textures on the character and assign them to the hair shader. This video shows how to color the hair along the strands. Here you can see how to paint vertex colors on the strands. This is only supported by Arnold at the moment. And some extra info about shading in the documentation. All those examples are for Redshift, you may need to find equivalent nodes for other supported renderers.
It supports texturing using the underlying geometry and per-vertex colors in Arnold.
Per-Strand UVs just generates a separate UV island for each strand, not separate UV tags.
As you noticed, it has to be exported to get the actual mesh hair and the UVs. When Mesh from Strands is still on the hair object, the mesh there is not final, it is still a hair object, so you can to export it to get the final mesh. If I remember correctly , C4D doesn't support multiple outputs from a single modifier stack. That is why it works this way.
So, if you delete or disable Mesh from Strands after exporting the mesh, the UVs remain in the scene somewhere and you can still access them?
Jeordanis Figuereo (Product Designer. EPHERE Inc.) |