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View Full Version : Maya fur workaround, edge clumping?


blindsyte
03-20-2008, 02:44 AM
Can you spot the issue... I'm messing around with maya fur, and the green texture represents extracted faces upon which my happy little generic grass resides.
Usually proper texturing would help out this transition a bit more, to better delineate the knolls from the rivulets, and the textures would be made to fit where the grass lies, but i'm wondering why maya's fur algorithm doesn't fill in to the extent of the object?
I'm guessing that the fur is derived from the face normals... is there a way to clump extra normals towards the edges (i guess mudbox could do this by editing a separate version with more sub-d smoothing towards the edges...), or in other words... why doesn't maya put fur on the normals for the faces clearly exposed..

What are your thoughts...

http://www.artofnick.com/storage/fugufuna.png

TheNeverman
03-20-2008, 12:51 PM
one thing I thought of is to check your UV-mapping to make sure all your UV's are within the 0-1 space.... you may need to bring your UV's in a bit if you have some right on the border to get fur all the way to the edges of your geometry.

blindsyte
03-21-2008, 05:55 AM
it worked. Awesome job sir!

now we both know fur is dependant on uv texture space.

blindsyte
03-21-2008, 06:05 AM
this is the default uv layout, but i added a lot of extra texture space for a few uv's to see if there was a difference, and... yes there is. remember, these are default crappy uv's... i didn't unwrap them lol.

http://www.artofnick.com/storage/fugufuna2.png

TheNeverman
03-22-2008, 06:32 PM
excellent. glad your back in business....

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