View Full Version : Fur combing problem
GreytheSkunk 02-28-2003, 04:58 AM Hi everyone,
I'm working on this poly model and using fur on it. While I'm painting the direction with the Paint Fur Attributes tool, sometimes fur on the other side of the model suddenly goes crazy and changes its direction.
Has this happened to anyone before?
I have a suspision that it has to do with how my UV's are laid out....I used automatic mapping so that all of the polygons had proportional UV space and therefore consistant fur coverage. Could it be that the painting is crossing UV borders even though I'm painting in the perspective window?
Any ideas?
Thanks!
Grey
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GrafOrlok
02-28-2003, 07:47 AM
Definately sounds like a UV-problem to me.
mgrawert
02-28-2003, 04:04 PM
I would try to clean up the UVs and then while painting, instead of using direction, you can paint the polar map which gives much more control of where each strand of fur is going to face.
GreytheSkunk
03-01-2003, 09:03 PM
Thanks guys, I'll give that a try. :D
Octagon
03-02-2003, 12:58 PM
Originally posted by GreytheSkunk
Hi everyone,
I have a suspision that it has to do with how my UV's are laid out....I used automatic mapping so that all of the polygons had proportional UV space and therefore consistant fur coverage. Could it be that the painting is crossing UV borders even though I'm painting in the perspective window?
Grey
i'm no fur expert myself but i remember coworkers telling me how bad polys work for maya fur.
there seems to be a problem/bug when painting polar maps when your paint stroke traverses a uv border.
so what i was told is never use polys for fur (use patched nurbs).
have your tried unfolding the uvs manually so you get only one piece of uv space for the regions of the model that need to be covered with fur? if you need to have fur everywhere then i don't know.
hope this helped.
matthias
Octagon
03-02-2003, 01:03 PM
Originally posted by mgrawert
I would try to clean up the UVs and then while painting, instead of using direction, you can paint the polar map which gives much more control of where each strand of fur is going to face.
agreed.
if i remember correctly it's also possible to alter the polar map in photoshop to correct those nasty uv border bugs.
but be aware that the polar map is _not_ constructed like a regular bump or color map.
instead the r,g and b channel each control one vector component of the furs orientation on a specific uv spot. so touching up a polar map is a bit tedious to do and you need to have a fast machine availabe for testrenders (paint map, testrender, paint map ...)
matthias
GreytheSkunk
03-03-2003, 12:56 AM
Originally posted by Octagon
i'm no fur expert myself but i remember coworkers telling me how bad polys work for maya fur.
there seems to be a problem/bug when painting polar maps when your paint stroke traverses a uv border.
so what i was told is never use polys for fur (use patched nurbs).
have your tried unfolding the uvs manually so you get only one piece of uv space for the regions of the model that need to be covered with fur? if you need to have fur everywhere then i don't know.
hope this helped.
matthias
Yeah, at this point I'm seeing just how much easier that would have been with NURBS, but unfortunatly all of the models I am working with have already been modeled with poly's.
I tried converting from ploy to sub-d to nurbs, but by then the mesh had become so complex it wasn't usable.
I did have some luck UV projecting the whole surface as one piece. The fur was all continuous and I could comb it easily, but in order to actually get real coverage on parts like the arms and legs I had to cut them out, and that made more seams. <:\
Thanks for the suggestions!
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