View Full Version : Fur Problem - Collision error
CastorPT 10-27-2005, 08:12 PM Finished texturing and rigging and I'm getting some problems with the fur (first time im using it).
I made a little video showing what is happening:
Fur problem (http://www.musalive.com/Forum%20Uploads/mao_fur1Mbps_Stream002.mov)
When i make movements to the character it seems the fur cant keep up, so it ends up going through him. I just animated his hand and a bit of the neck and the problem happened so i guess when i render a walkcycle it will be a lot worst.
All collisions are enabled? Any suggestions?
I render the body in Brazil and then i make a independet pass just for the fur with the scanline renderer and composite all in After Effects. The hair render alone takes 2 minutes per frame (140000 hairs), is there any way i can reduce it to less than a minute?
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CastorPT
10-27-2005, 10:26 PM
Anyone?? I have left a video with the problem... common people....
If you cant see the video than please update to quicktime7...
:sad:
bardur
10-27-2005, 10:49 PM
well... i looked at the video.. and unfortunaly i donīt know how to fix that.. i too have gotten that problem when using hairs (3D max 8 "shave and a hair cut")...
sorry donīt know how to fix it.. but iīll look around and see if i canīt find some usefull info..
Regards
Bardur
CastorPT
10-28-2005, 01:39 AM
I have tried all i can think of and I still get the same problem.
In reactor we have plenty of options to define how collisions work, but here.. I see nothing of that kind. All i feel i can do is define gravity and a few more hair constraints and pray.
Can't i define how many hair vertices should be used for collision calculation?
All i was able to do was reduce gracity, but then the hair seems rigid like a toy bear instead of the wookie like fur that i wanted...
Please help....
CarlosA
10-28-2005, 11:17 AM
the first thing i can advise, which i realy belvie will make a ton of diferance is that, instead of using the colide with emiter object option, you make a copy of your emiter and use that as separate colition object. not only will that work better but it lets you add a push and relax modifiers to create an offset for collitions.
there are sevral short coming to the dynamic hair system in max. my biggest issue bing that it's a world space modifier which means that you can't fix it via modifirers or use an external dynamic system to run you simulation.
i could add more things but i would be here all typeing for about 16 hours.
cheers,
Los.
CarlosA
10-28-2005, 11:20 AM
oh yeah one more thing worth tyring is apply more segments per strand to your hair
CastorPT
10-29-2005, 10:21 AM
I have a mesh using skin modifier to connect to character studio biped. How do I make a copy of it? do I just need to duplicate the mesh and attach it to the same biped?
I also tried increasing the polygon count of the mesh using meshsmooth and it seems to have fixed a few of the issues.
I'll try increasing the hair segments though.
Another thing, this is my stack order right now(from top to bottom):
Hair and FUr
MeshSmooth
Skin
Unwrap UVW
UVW Map
Editable Poly.
And most of the times when I open the max file to work, the skin is only covering one half of the mesh. I have to take the modifier off, make a copy of it and put it back again. Is there a problem in the stack order?
And just one more, if I used ornatrix would I get rid of most of these problems?
What is the compatibility with Brazil R/S?
Right now I'm doing 2 different renders, one for skin and mask (Brazil) and one for Fur(Default Scanline Render) and all is well except these collisions problems and lack of freedom in the collision department.
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