Posted by: | FlowS | |
Data created: | 14 January 2023 |
Hello Jeordanis. I have to questions wich are in fact link to the same matter : 1-Is there a way to cumulate "Mesh UV cordinate" (the default one) + "Per strand coordinate" ? 2-Is there a way to get manualy generated strands data in RS ? For example, I would like to create a channel driven by a texture to colorize some hairs differently than the others. I know that I can simply do it with a map directly in the shader, but, that bring us to the quetion 1, and I want to keep my hairs color whatever the UVs (UDIM or Simple), depending of the shots, without having to specify the UVs each time. So if some informations was directly svaed in the Ornatrix ABC, it will be the best way.
Thank you
| |
16 January 2023
#32281 | |
Hello, 1. Do you want to use the UVs of the distribution mesh and the UVs of the hair roots? The hair root UVs are actually inherited from the mesh UVs. 2. This is not supported in Ornatrix for C4D yet. I will see if we can make it a priority. When you export the hair as Ornatrix alembic, all the channels and strand groups will be stored in the file. However, the UI to expose that data to the renderer is not available in C4D yet. It sounds like you want to add a base texture to the hair and randomize the color on top of that. Check the documentation here to learn how to add per-strand colors in RS using the Hair Random Color node. You can use this node directly in the hair shader for coloring or you can use it as a mask to randomize the color of the base texture. You can try experimenting with multiple layers of masks generated by this node and bitmaps to get interesting results. In this live stream I do a few shading experiments with Ornatrix and RS in C4D. it is quite slow but if you increase the speed and have some patience you may learn from it. This could be useful as well. Jeordanis Figuereo (Product Designer. EPHERE Inc.) | |
21 January 2023
#32305 | |
1-Thanks for the links, this is excly what I need !!! I didn't know this RS node and didn't know that we could access hairs UVs without having to use the "Per Strand Coordinate Option" |