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kraemchen
11-19-2006, 08:58 AM
Hello,

I just get started with the hair module. I want to make a softbody heart covered with fur drop to the floor. I put the low-polygon-cage-object into a hypertnurbs and made a cloth simulation to the cage-object. I use the hypernurbs instead of a clothnurbs because it gives a better smoothing in my case. Then I add hair to the cage-object and use a noise texture for creating the fur pattern. The problem is, that the noise texture doesn`t stick to the object but moves thru the object. When I use a clothnurbs this won`t happen. Is there a way to use the hypernurbs and make the texture stick to the clothsimulated object? I dont`have a real understanding of what`s getting on with the uv information in the hypernurbs hirarchy.
Thanks for any help!

Markus

Jorge Arango
11-19-2006, 11:36 AM
Hello,

I just get started with the hair module. I want to make a softbody heart covered with fur drop to the floor. I put the low-polygon-cage-object into a hypertnurbs and made a cloth simulation to the cage-object. I use the hypernurbs instead of a clothnurbs because it gives a better smoothing in my case. Then I add hair to the cage-object and use a noise texture for creating the fur pattern. The problem is, that the noise texture doesn`t stick to the object but moves thru the object. When I use a clothnurbs this won`t happen. Is there a way to use the hypernurbs and make the texture stick to the clothsimulated object? I dont`have a real understanding of what`s getting on with the uv information in the hypernurbs hirarchy.
Thanks for any help!

Markus

In the noise settings, there are different options for Space. Try that.


Jorge Arango

kraemchen
11-19-2006, 12:14 PM
Hello Jorge,

thank you for the help. I switched the texture space to "UVs" and this made the texture stick.

Thank you very much.

Markus

LucentDreams
11-19-2006, 08:26 PM
for future knowledge, you can use a stick texture tag when the texture is not set to UV

kraemchen
11-19-2006, 08:59 PM
Thanks for the advice, Kay!

Markus

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