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View Full Version : Maya fur to Maya hair


Ckerr812
10-09-2002, 07:08 PM
Well, I will admit, I am pretty dumb when it comes to mel scripting, I only know the very basics, although I am learning how to play mel bot wars.

Anyway, I am sitting here thinking of solutions for hair. I was wondering if there would be a way to use maya fur with more then one attractor joint or if there is a way I can script this somehow, to make maya fur (maya hair). I mean you can make it long like hair you just can't control where it goes, would it be possible to do this using attractors? I know that one of the big boys (studios) uses this method, but how they did it is beyond me.

I have tried doing this, but have failed miserably, before I used just good ol nurbs plains, which works great I guess, but not very animatable.

beaker
10-10-2002, 12:41 AM
http://www.aliaswavefront.com/en/Community/Learn/how_tos/paint_fx_fur/long_hair/index.html

wedge
10-10-2002, 01:17 AM
Final Fantasy hair was animated using textured strips of cloth, I think....

Ckerr812
10-10-2002, 01:24 AM
Thanks for the link beaker,

but paint effects for hair does not work, at least for me anyway. The hair always looks like it is from a push broom, (because of the crappy maya paint effects texture), animating the paint effects hair is a nightmare, (the paint effects hair will pop through your model for no reason at all) even with dynamics, and to top it all off, there is no motion blur on the paint effects. I mean it is possible to do, but it looks like crap. Also, the way they have it set up, it would be easier to just map a texture on a nurbs plane, and assign the curbs as Dynamic.

Anyway, point is that maya fur is actual rendering of each strand, like RI curves in renderman, the paint effects way is just a way of "faking" it, which just personally to me looks bad.

kyphur
10-10-2002, 02:40 AM
You might wanna try this, it's along the lines of the post that Beaker put up but has some different deals I think. I haven't tried either one but this one was on the front of CG Channel under the tutorials link.

Kyph

snikt
07-21-2004, 02:22 PM
Hi,

I agree with Ckerr the Pfx looks pretty bad.I have a workaround.Do your styling using the curve option.(Do not start hair creation with Pfx)Once styling is over, attach Pfx to Curve.
Now there are Two steps.Firstly go under the Pfx Menu and in Brush Mode from Paint mode make it Thin Line .
Next go down to the Illumination tab and put on Illuminated and real lights.

Also Check hair thickness depending on scene scale in the hairSystem node.
Translucence values and use of depth map shdows should help to improve the look.

Render your scene to see the difference.
Cheers

CIM
07-22-2004, 02:40 AM
Well, maybe Alias will implement the mr hair geometry and hair shaders for Hair soon. I don't know why the hell they didn't do it for Maya 6.0. :rolleyes:

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