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gopherCG
04-12-2003, 04:28 AM
Hello, this is my first post here. Short OT Question: is CGTalk the most populated cg forum on the net?

Ok, I'm stuck with problems learning how the hair looks, mainly the Shading,Geometry,Quality Panel in Fur, the shag Render parameters, and how these are connected to materials. Somehow I can't figure when shag'll use material IDs from the emitter and when it'll use the material I assigned to the shagview object.
I've browsed the manual, but every parameter in this shading etc. panel is confusing to me, so any tutorials on this?

Getting to real stuff in trying, I'm trying to make short animal fur that's a bit shiny and dense. But how come my short fur strands always look like flat color clipped into stipes that are almost always one pixel thick? So when I increased the density, the fur looks like very similar patches of shades, and almost looks like there isn't any hair?!

gopherCG
04-13-2003, 04:16 AM
Sorry, bad habit (lots of jumbled English...ignore what I wrote up there)

I read the manual again, and managed to make the base and tip colors different through two IDs from the emitter, but here the manual says:

Strand Cyl. Mapping
This type is the internal Shag UV mapping, which looks a lot like the cylindrical mapping of the UVW map modifier. Round strands are mapped as follows: the U coordinate goes round the strand, the V coordinate goes along its length. For flat strands the U coordinate goes from 0 to 1 across the strand. So, when you want to make a root-tip color gradient you should use a gradient map which changes along its V coordinate.

Here I wonder if anyone managed to get a gradient map working to replace the base-tip mapping? Mine appears abit odd.

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