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Aids
12-19-2005, 06:36 AM
http://img236.imageshack.us/img236/1752/73012643ip0.jpg

1. Add a Sphere (Space - Add - Mesh - UVsphere) (32 Rings x 32 Segments)
2. Open Object menu (F7)
3. Open Particle Buttons http://img87.imageshack.us/img87/417/76380809ek6.jpg
4. Click Add new
5. Change the type of particle system from Emitter to hair
6. Under the physics section change the 'normal' value from 0.000 to 0.060 (this determines the length of each strand

your sphere should now have strands coming out of it

7. change the 'random' value to 0.020

8. go to the materials menu (F5)

9. Click add new and under the Preview tab change the preview type to strand and enable oversampling.
http://img373.imageshack.us/img373/2711/14401372va9.jpg



STRANDS
http://img521.imageshack.us/img521/567/28329917tp3.jpgThe shape of your strands can be determined by adjusting the end width, start width and the shape. this is done in the render pipeline under 'strands'

10. I chose the following settings for the purpose of this tutorial.
http://img88.imageshack.us/img88/9849/47024963vj6.png

11. open the textures menu click add new and select blend as the texture type

12. open the colors tab, click colorband. click the line on the left hand side and change the 'A' (alpha) value to 1.000 then click the line on the right hand side and change the alpha value to 0.000
http://img59.imageshack.us/img59/8090/96124287ww5.png

13. go back to the material buttons, then under the 'map input' tab change the texture coordinates to 'strand'

14. Now open the 'Map to' tab and turn 'col' (colour) off and 'alph' (alpha) on.

http://img136.imageshack.us/img136/5183/74616861oz8.png

15. in the render pipeline turn 'Ztransip' (transparency) on and in the material tab change the value of 'A' (alpha) to 0.000.

http://img144.imageshack.us/img144/9206/66178381xb8.png

If you render it now it is starting to look cool.

16. go back to the particle buttons and under the 'particle system' tab change the amount to 10000, this will thicken the hair. if you have a good computer try turning it up more and more (save before doing this because it could cause blender to crash.

now mess around with the physics buttons eg. 'brown' (Brownian), random, normal... and see what you can come up with.

i used these settings

http://img392.imageshack.us/img392/6585/89313979fx4.png

and came up with this

http://img234.imageshack.us/img234/7140/hairballlt5.jpg

actionfigure
12-19-2005, 10:00 PM
WOW!

Thank you for the amazing tutorial. I will use this in the future when I need it. Its incredible what Blender is capable of doing.

Any more tuts you like to share? :thumbsup:

Aids
12-19-2005, 10:57 PM
thanks for the encouragement, any more tuts you want?

thedaemon
12-19-2005, 11:54 PM
Using the new bone tools (setting up an armature). How come you can't create bone chains quickly like in 2.3x? For some reason creating new bones puts them at the cursor instead of on the end nub of select bone.

Aids
12-20-2005, 01:13 AM
that was kinda off tpoic, but you can just press e (extrude)

AD Edge
12-21-2005, 08:14 AM
I have blender 2.37 and cant find the physics button!!!

If you know where it is could you tell me - I've looked everywhere...

:twisted: *....Its like it doesn't exist....*:twisted:

Thanks

Hunkadoodledoo
12-21-2005, 11:13 AM
Edit: Realized we weren't talking about the same version and removed my foot from my mouth.

Trident_2K5
12-21-2005, 11:17 AM
I have blender 2.37 and cant find the physics button!!!
Wait for 2.4 it's there. :)

Aids
12-21-2005, 09:18 PM
[QUOTE=AD Edge] have blender 2.37 and cant find the physics button!!!

If you know where it is could you tell me - I've looked everywhere...

:twisted: *....Its like it doesn't exist....*:twisted:
[QUOTE]

look at the first sentance in my first post.


here is a link to were you can download it or you can wait untill 2.40 is released


OS X 10.3.9 (http://download.blender.org/demo/test/blender-2.40RC1-OSX-10.3+-py2.3-powerpc.zip)

OS X 10.3.9 + python 2.4 (http://download.blender.org/demo/test/blender-2.40RC1-OSX-10.3+-py2.4-powerpc.zip)


For Systems with Python 2.4: Hardware Accelerated (Dynamic) (http://ieng6.ucsd.edu/%7Edcapelis/blender-2.40rc1-linux-glibc232-py24-i386.tar.bz2) - Software GL (Static) (http://ieng6.ucsd.edu/%7Edcapelis/blender-2.40rc1-linux-glibc232-py24-i386-static.tar.bz2)
For Systems with Python 2.3: Hardware Accelerated (Dynamic) (http://ieng6.ucsd.edu/%7Edcapelis/blender-2.40rc1-linux-glibc232-py23-i386.tar.bz2) - Software GL (Static) (http://ieng6.ucsd.edu/%7Edcapelis/blender-2.40rc1-linux-glibc232-py23-i386-static.tar.bz2)

Windows Installer (http://download.blender.org/demo/test/blender-2.40-RC1-windows.exe)

Aids
12-21-2005, 09:27 PM
http://img529.imageshack.us/img529/1482/httpimg504imageshackusimg50426.jpg

this is supposed to be sully from monsters inc fur. i made it useing the same techneque
_________________
Aidan

AD Edge
12-22-2005, 02:52 AM
look at the first sentance in my first post.

*Duh!*- sorry. Thanks for the links. Ive begun downloading but my pathetic modem runs in negitives its so slow... should be done in about an hour...:twisted:

Aids
12-22-2005, 06:03 AM
an hour, wow i thought my internet was slow, anyway once you do the tutorial make sure you post the result, evan if it doesent turn out right i wanna find out if thier is anything wrong with it and il be able to help you achieve better results

Aids
12-22-2005, 08:57 AM
ive been trying to make clumpy particles, this is made using vertex groups to control length, and having two meshes

http://img487.imageshack.us/img487/8381/clumpy8iq.jpg

Aids
12-23-2005, 12:50 PM
yay, i just figured out how to control length and density with wight paint and verx groups il post a tutorial soon, this is the final result

This is made from one shphere

http://img422.imageshack.us/img422/7172/yay8xc.jpg

goldensparrow
12-23-2005, 01:16 PM
Hey Aids, looks like your really getting a hold on this fur stuff. The sulley, clumpy and the different lengths on one mesh look great, this is going to work great for the King Kong project.

Aids
12-23-2005, 01:20 PM
thanks for the encouragement, i found some references for king kong, but i need to get to sleep i promised myself these holidays i would sleep well excersise well and eat well, i am only 15 so it doesent matter a real lot but dad says its good to make habbits early.

Aids
12-24-2005, 02:16 AM
Start of this tutorial is the same as the old one Untill part 3
Step 1, setting up the sphere


Ok fire up blender delete the default cube or plane or whatever it is that your user default has, now press space-add-mesh-UVsphere, make it 32 segments and 32 rings, that means that your sphere has 32 horizontal lines and 32 vertical lines. Now press tab to exit edit mode and enter object mode

You should now have something that looks like this

http://img362.imageshack.us/img362/7341/step17mx.png


Step 2. Wow, particles.

Well done, that was easy hey.

ok now press F7 to enter the object buttons, now click the physics buttons button it looks like this http://img453.imageshack.us/img453/5541/button7uc.png ok now click "new" in the particles tab.

Now press static, drag the "amount" from 1000 to 30000 (this is how many strands the sphere will emit. and press vect (this turns the dots into lines)
Your menu should now look like this

http://img466.imageshack.us/img466/3251/step20yo.png

Now press the "particle motion" tab and change the values of normal to 0.010 by shift clicking on it then typing in the new value, also change random to 0.010, in the force section change Z to Z:-0.02

So your menu should look like this
http://img283.imageshack.us/img283/551/step31fg.png

Now make sure num lock is on & press 0 on the number pad and you will go into the camera view now scale to the right size (by pressing s) and move it around by pressing G until it is aligned with the camera and press F 12 to render it you should get something along these lines

http://img455.imageshack.us/img455/8273/render16ep.jpg

YAY end of step 2 give your self a pat on the back from me


Step 3, Paint on particles
Now press F9 to enter edit mode and change from "Object mode" to "Weight paint mode" and change the vertex group name from "Group" to "Length" then go back to the Object buttons (F7) and under the velecity options at the bottem you will see something that says Vgroup: write "Length in the box" now still in weight paint mode you can paint on the particles. now you can add a material.

Well DOne end of tutorial.

WoolyLoach
12-25-2005, 06:40 PM
Thanks for posting these tutorials! I'm just now coming up to speed on Blender and your work in putting these out is *very* appreciated! :)

AD Edge
12-30-2005, 01:08 AM
I've got 2.40 now. The fur thing works great!
Look forward to your next tutorial...



-----------------------------------

A Quote to remember:



Once I asked my Magic 8 Ball if I should crack it in half and drink all its liquid... I was spewing blue for weeks! :drool:

-----------------------------------

JB
12-30-2005, 05:24 AM
Can fur interact with other objects like touching the hair with fingers? or with wind or bouncing etc...?

Great tutorial too, thanks! :cool:

paintbox
12-30-2005, 08:27 AM
Great tutorial, that was real easy, thanks :)

I have the same question as Max Power AND -Can you 'comb' the hair using guides ? That would be cool for long hair.

brkn
12-30-2005, 10:19 AM
Great tutorial, that was real easy, thanks :)

I have the same question as Max Power AND -Can you 'comb' the hair using guides ? That would be cool for long hair.

Of course! :)

Check out the videos linked from here: http://www.blender.org/cms/New_Particle_options_a.721.0.html

Eagle Beak
01-26-2006, 01:29 PM
I found this tutorial so easy and great to follow that I figured it would be good to "PDF" it so people can download and save it so here it is...

http://www.savefile.com/files/5232575 (http://www.savefile.com/files/3316396)

Thanks Aids:thumbsup:

Added the Paint partical step Aidan provided. The link has changed to the one above.

Aids
01-26-2006, 09:52 PM
Wow thanx man thats very helpfull, im glad you enjoyed the tutorial could you post what you got id be interested to see

Eagle Beak
01-27-2006, 03:08 PM
Your welcome.:)

I will post it now.

Its the WIP Lufa character.

Bsmith
01-27-2006, 11:47 PM
this is prolly one of the most useful tuts I've found on blender. and by that I mean something thats useful and looks good. Thanks

Do you happen to know how to make clouds? and use them in the enviorment? I know there are other cloud tuts out there but I can't follow them very well.

EDIT: hey when I try to render the fur...all I get is a blue screen...the sphere disappeared?

Aids
01-28-2006, 02:51 AM
ok did you have the texture maped to alpha?

Bsmith
01-28-2006, 02:55 AM
oops I should've responded earlier...but um yeah stupid mistake I forgot to click on the Static button.

kenshinw95
04-24-2006, 11:24 AM
cool tutorial, but I have a questions about this as it relates to human hair.
How do you mirror one side to another? I have made hair kinda the way I want on the right side of the head, but now I'd like to duplicate & reverse it to make the left side. Things go haywire if I try.

funnyav
07-11-2006, 12:44 PM
How do i stop the mesh from dissapearing when i render?
And where is the Vgroup thing?

Hunkadoodledoo
07-11-2006, 05:27 PM
In the Display section of the Particles tab, make sure that the Mesh button is selected. And the VGroup input is also under the Particles tab.

Aids
07-11-2006, 11:36 PM
What he said ^

Chinchilla1337
03-08-2007, 04:48 AM
I need help with the "soft" quality of the hair. This is what I have gotten so far "I have done this tutorial about 20 times with the same result. I hate memorized all of the steps :D"


http://i19.photobucket.com/albums/b173/kobravenom/NewBitmapImage-6.jpg

Chinchilla1337
03-08-2007, 04:50 AM
--------Double Post--------

kenshinw95
03-08-2007, 08:47 PM
Has something to do with the alpha blending values, and the ray, or z-transp functions. If I recall correctly, one of those had to be on to get the soft, fade-out effect.

OpenDut
03-09-2007, 07:45 AM
Strand settings:
- Start 1 or 2
- End 0.25
- Shape -0.09 or the lowest possible value you can drag the slider

Material settings:
- Z transparency
- 0 alpha
- you can change the preview type from the sphere to hair strand preview. There is a button next to the little material previewer in the F5 menu that allows you to change to hair preview type.

Map Input:
- Strand coordinates (you must first have some particle hairs before you can see this option)

Map To:
- Alpha channel only (take off all the other channels)

Texture:
- Add a blend texture, and use the colorband for the blend texture.
- Blend from black, fully opaque to white, fully transparent

Chinchilla1337
03-10-2007, 08:42 PM
This is what the new result is from your tips!

http://i19.photobucket.com/albums/b173/kobravenom/untitled-1.jpg

sooon
05-09-2007, 01:48 PM
hey,

i had the same problem too. I am using 2.43 and here is my solution:

Strand settings:
- Start 1 or 2
- End 0.25
- Shape -0.09 or the lowest possible value you can drag the slider

Material settings:
- Z transparency(this is under render pipeline)
- 0 alpha
- you can change the preview type from the sphere to hair strand preview. There is a button next to the little material previewer in the F5 menu that allows you to change to hair preview type.

Map Input:
- Strand coordinates (you must first have some particle hairs before you can see this option)

Map To:
- Alpha channel only (take off all the other channels)
- put the "mix" to multiply in Texture Blending Mode.

Texture:
- Add a blend texture, and use the colorband for the blend texture.
- Blend from black, fully opaque to white, fully transparent

then you will see the blurry alpha.

hope this help :)

sooon

tatasoka
09-16-2007, 06:54 PM
Great tutorial!
Can I translate this tutorial to portuguese and use the images? I'm from Brazil...

fktt
09-17-2007, 01:18 PM
well, this is just my opinnion, but you probably can, just as long as you give credit where its due! ;)

tatasoka
09-20-2007, 12:07 AM
Tutorial in portugese; Tutorial em portuguÍs: http://blendertotal.wordpress.com/2007/09/16/tutorial-de-particulas/

EthicsGradient
09-25-2007, 08:30 AM
great tutorial... had to bookmark it... no way I'll remember all of those steps when I need them the most ;-)

Thanks for putting the time into this..

cheers,
Matt.

sooon
09-25-2007, 10:33 AM
frankly,

all the blender tutorial work as reference than tutorial.

may be it's just me, but I always follow step by step and it sure have some hiccups here and there. but is nice to have forum like this with help from around the world.

and comes the new version you have to trial and error again...

but it's nice to have it translated to other language and hope that will be translated from other language to english too. :D

my 2 cents.

Aids
11-25-2007, 08:59 AM
Wow! I have not really used blender in ages and I wrote this tutorial like 2 years ago... it has had 30,000 views and has been tranzlated into portugues!

do you people want me to write a more upto date version? I have some spare time and could probably write one that worked better with the new version of blender.

sooon
11-25-2007, 12:00 PM
of course man :)

the more the merrier. :)

if you can build a latest version (i think is 2.45), better still.

keep it up man.

Aids
11-25-2007, 02:54 PM
Well I will probably do it next week.

I have an ancient history assesment due tomorrow.. or rather.. today, it is 1:45am here. so I better keep going on that (im only half way through it :()

GQ1
11-25-2007, 03:51 PM
Yes, please do a more video tutorials with the latest hair and fur builds.
I would also like to see a how to video tutorial on the use of hair styling tools with a few node shaders and a final render.

Please, :)

kenshinw95
11-26-2007, 01:04 AM
I would also like to see an updated tutorial. :thumbsup: The styling tools are still quite a mystery to me. I've tried on numerous occasions to get the hair particles to go where I wanted them to, but they've always been quite rambunctious. Going in every direction, but the one I want. They do sometimes, but always with "hiccups" like making the area around it very hairy, or going right through the "skull/face". :banghead:
Oh, and maybe on how to use softbodies to make it flow, and sway..

Sometimes, I've thought about just using it for eyebrows, or other short facial hair on guys. Problem is figuring out how to get those places to move along with the face/head. :argh:

Then again, maybe I should just forgo using them for quicker rendering, and styling by using the polycard method like many video games do.. :shrug:

This subject's stymied me so much, that I haven't really made any progress on my project listed below.

sooon
11-26-2007, 03:13 AM
guys,

guess you might be interested in this site too:


http://bchynds.com/index.php?option...&id=31&Itemid=1 (http://bchynds.com/index.php?option=com_content&task=view&id=31&Itemid=1)

got it from this forum a few thread before us. enjoy :)

Aids
07-12-2008, 03:39 AM
That tutorial is a bit out of date now so I am making another one. This is assuming you are using Blender 2.46

http://img236.imageshack.us/img236/1752/73012643ip0.jpg

1. Add a Sphere (Space - Add - Mesh - UVsphere) (32 Rings x 32 Segments)
2. Open Object menu (F7)
3. Open Particle Buttons http://img87.imageshack.us/img87/417/76380809ek6.jpg
4. Click Add new
5. Change the type of particle system from Emitter to hair
6. Under the physics section change the 'normal' value from 0.000 to 0.060 (this determines the length of each strand

your sphere should now have strands coming out of it

7. change the 'random' value to 0.020

8. go to the materials menu (F5)

9. Click add new and under the Preview tab change the preview type to strand and enable oversampling.
http://img373.imageshack.us/img373/2711/14401372va9.jpg



STRANDS
http://img521.imageshack.us/img521/567/28329917tp3.jpgThe shape of your strands can be determined by adjusting the end width, start width and the shape. this is done in the render pipeline under 'strands'

10. I chose the following settings for the purpose of this tutorial.
http://img88.imageshack.us/img88/9849/47024963vj6.png

11. open the textures menu click add new and select blend as the texture type

12. open the colors tab, click colorband. click the line on the left hand side and change the 'A' (alpha) value to 1.000 then click the line on the right hand side and change the alpha value to 0.000
http://img59.imageshack.us/img59/8090/96124287ww5.png

13. go back to the material buttons, then under the 'map input' tab change the texture coordinates to 'strand'

14. Now open the 'Map to' tab and turn 'col' (colour) off and 'alph' (alpha) on.

http://img136.imageshack.us/img136/5183/74616861oz8.png

15. in the render pipeline turn 'Ztransip' (transparency) on and in the material tab change the value of 'A' (alpha) to 0.000.

http://img144.imageshack.us/img144/9206/66178381xb8.png

If you render it now it is starting to look cool.

16. go back to the particle buttons and under the 'particle system' tab change the amount to 10000, this will thicken the hair. if you have a good computer try turning it up more and more (save before doing this because it could cause blender to crash.

now mess around with the physics buttons eg. 'brown' (Brownian), random, normal... and see what you can come up with.

i used these settings

http://img392.imageshack.us/img392/6585/89313979fx4.png

and came up with this

http://img234.imageshack.us/img234/7140/hairballlt5.jpg

Aids
07-12-2008, 03:41 AM
hey guys, if you want me to write an extension like materials for fur and grass and hair etc... let me no

BubaBrown
07-12-2008, 10:29 PM
This is really great that you have updated your old tutorial concerning new Blender particles system. Looking forward possible another tutorials if you have time.

Thank you

Joat
07-13-2008, 11:43 AM
A good tutorial about Jahka's particles is well needed, so please, go on with this. Show us also how we comb and cut the hair.

Thank you for this!

tatasoka
07-14-2008, 03:45 AM
I have updated the tutorial in Portuguese too:

http://blendertotal.wordpress.com/tutorial-particulas-atualizado/

It is different, but the result is similar. :cool:

paintbox
07-14-2008, 07:47 AM
Hey wow, great read. Thanks!

Aids
07-14-2008, 01:54 PM
:D you're welcome

joshex
09-29-2008, 08:45 AM
alright there was a tutorial to follow the pictures i'm about to post (made them and wrote it), but photobucket.com closed my browser before I could post the reply...

I know how photobucket closes browsers too, it's thier adds, they were meant to be pop-up adds, and being written into banners (so they can't be closed) they come on the screen regardless which gets them money for people viewing said pop-ups, the down side? certain popups have a "close" function built into them which tells them to close thier window after a certain amount of time... did you catch that? "close thier window after a certain amount of time", and as your browser is thier window.....if they complete thier function, your browser closes without telling you why, or asking if it should close...

all right, off my rant. the following is a short tutorial on how to use an image to make different colored partices.

the reason I made it, I got some official nintendo models, some from starfox adventures and assault, and was trying to find a way to emit textures from krystal's symbols (I had to make the symbols my self as the textures weren't included) and no thats not what I'm showing! :D

right, anyways after a while of puting too much effort into trying to do it from the UV image editor and uv face select mode, I realized there is only one way to do it, using the method posted about in the tutorials already here, instead of using colorband or setting the texture to blend, set it to image, and use the button that says load image, load the image and vect the particles how you please.

one thing I would note on this, is it would be a whole lot easier to be able to create particle effects if you could create particles off of UV mapped images, instead of having to use the texture buttons "which load the texture onto the whole model"

right, and now pictures;

texture image I used:
http://i130.photobucket.com/albums/p271/joshex/testRGB.png

step 1; use texture buttons to paste an image over the object:
http://i130.photobucket.com/albums/p271/joshex/Turorial1.jpg

step2; set particles to 30000, select "mesh" and "static" and "Rand" from the particle buttons, and vect off of normal to 0.010 (so it shows both the mesh and the particles)
http://i130.photobucket.com/albums/p271/joshex/Turorial2.jpg

use random as well;
http://i130.photobucket.com/albums/p271/joshex/Turorial3.jpg

set Texture to 0.100
http://i130.photobucket.com/albums/p271/joshex/Turorial4.jpg

what would happen if we took a UVmapped cube with an image on it and tried this?
http://i130.photobucket.com/albums/p271/joshex/Turorial5.jpg

note the particles don't vect from the texture, but rather the material values;
http://i130.photobucket.com/albums/p271/joshex/Turorial6.jpg

so how do I make a symbol vect particles?, make a face or set of faces as it's own object, and use the texture buttons to put an image on it, then vect from it and then you have two options place it inside the object you want it to vect from, or; put/ leave it up against your mesh's verticies, so the are doubles but seperate objects, then turn off the "Mesh" button under particles (though this picture just shows a picture vecting from a plane as particles.)
http://i130.photobucket.com/albums/p271/joshex/Turorial7.jpg

and now to the question of how do you controll these sections allong with your character's/object's mesh; simple select from your object or character the faces you want for particles, "Shift+d" these faces to copy them, then hit "p" select "the selected" from the menu it brings up, this makes it a seperate object that doubles the original (do not move it!!!),

attach your image as you please with the texture buttons to the faces, then vect your particles, leave it as it's own separate object and where it is, armature your character/object, then when you get to the point where the particles are, add the same armature that controls your character, to the particle object, and select the bone that controlls that area of your character, add the same amount of weight that you added to those particular veticies one your non-particle mesh to the verticies of the particle mesh. it will move with it..

fine tuning; if said object has rounded corners and distorts your texture because of it, subdivide the faces evenly twice to give it "centerfaces" on all sides and it's center now select the corners and "shift+e" adjust the corners to whatever smoothness you want, the center of the object will stay smoothed and rounded..

sorry no picture, I just wrote that after I posted this...

forthfriend
11-14-2008, 02:56 PM
Hello! Is there any way that you could make a tutorial that could help me with animal fur? Here is a work in progress page link:

hWork-In-Progress Page (http://forum.nystic.com/viewtopic.php?f=9&t=3998&st=0&sk=t&sd=a&start=13)

Thanks!

Forthfriend

Alaa El-din
05-08-2009, 04:20 AM
Really great tutorial
thanks :)

Aids
09-22-2009, 02:54 PM
Good work bro, cool to see this is still being helpfull!

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