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JaseP
04-16-2003, 12:52 PM
Hiya, i just got Shag: hair, and i'm having some trouble with it.

here's a very early pic....

http://homepages.ihug.com.au/~barbie/Thingy.jpg

Ok, now i've create separate material IDs to zone off certain polys for the mo, the brow and the hair. Then i created another set of IDs and made grayscale Bitmaps to indicate exactly where on those polys i want the hair to be. This works fine, however when i did the mo hair, i moved on to the brows, and noticed that the mo hair decided to disregard the grayscale bitmap, and just covered ALL of the polys i'd zoned off. I played around with it, and noticed that the hair would only work properly (in that both the mo and brows would use the bitmaps i'd created) when i had the polys selected further down the modifier stack. Now, i could just render all the time with all the polys i use to create the hair selected, but that's a bit annoying, and may cause some trouble....any ideas? Do i need to do something crazy with different UV maps, do i need to mask sections off?

A shiny new donkey for anyone with the answer

Dave Black
04-16-2003, 03:12 PM
Ok, so let's just deconstruct this further:

Let's start with the "density" option.

You have a Multi-Subobject material type, with a subobject material that has a greyscale bitmap representing where you want the hair to grow? I'm then assuming that you have the associated material ID, pluged into the "density" slot in the shag:hair enviroment dialog?

Now, if we assume that the material has all the needed features, such as it's 100% self illuminated...

Then you modifier stack may be the problem. Can you list your modifier stack please?

I know we can solve this, and I've always wanted a shiney new donkey...

-3DZ

:D

JaseP
04-16-2003, 06:22 PM
Hey Zealot :)

Ok my stack reads like this....


- UVW Mapping
- Meshsmooth
- Editable Poly

When i go down to Epoly, deselect all polys then go back up the stack to UVW and render out, the hair covers all of the polys with material IDs assigned to 'hair'. When i have all the polys selected and go back up the stack the hair is effected by the grayscale images i used to control length and density, like you said. I'm probably whinging over nothing, but i find it odd that it does this, perhaps i'm once again missing the blindingly obvious :) Also, the same happens when i turn on 'show map in viewport'. If i don't have the polys i'm applying the map to selected, i get weird patterns and stuff. That is, after i have assigned those polys to a specific Mat ID.

*starts bubble wrapping that donkey*

Dave Black
04-16-2003, 06:37 PM
Drag and drop your UVW mapping from above the meshsmooth, to below it.

Your stack should look like this:

-Meshsmooth
-Editable Poly

:D

It's probably a good idea to collapse your stack down to an EP before going further. Your UVWmapping will be intact, but the modifier will go away, and your stack will get nice and simple.

I'd say the meshsmooth is giving you problems being below the UVWMapping.

:D

I WANT MY DONKEY!!!!

-3DZ

:D

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