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Old 05-20-2009, 10:59 PM   #76
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Zeoyn's Avatar
Jose Alves da Silva
Freelance Character Artist
Lisbon, Portugal
Join Date: Apr 2005
Posts: 851

On the subject of hair, answering to some of the questions:

The hair render passes were rendered with Vray, with the default hair buffer system of 3DS Max's Hair and Fur. The buffer system is by far the fastest and the one that can handle the higher amount of hair strands, and it also looks preety good!
I have tried to use the "mr prim" method but I quickly crashed the system, due to the amount of memory that is necessary to handle this. BTW I am using 8 GB of RAM.

3DMadness mentioned the GI problematic: Hair created with the "buffer" system can not receive GI, so the only option is to create accessory lights that only include the hair to compensate for the lack of GI in certain areas.
However, the amount of GI I have used in this image was minimal, so that was not a real problem for me.

In this thread people also mentioned the problem of rendering hair at high resolutions.
At a certain point if I rendered anything above 1500x3000 pixels, the render of the hair could not be completed and only a part of the image was covered with the fur. The problem got worse as I attempted higher resolutions.
It took me a lot of time until I found out that there is a parameter that controls the memory size of the hair buffer. So there is a direct relation between this number and the size of the image that you can render!
The number that defines the memory size is "Tile Memory Usage" inside the Effects panel.
So, if you have this problem, increase this number, but take care because that amount of memory will be reserved for the hair.

About the compositing, I really had no choice
I have used 3 different hair generators, one for the full body, one for the tail and another for the snout. If I tried to render 2 of these together the render times went sky high.
So, I have rendered them separatelly and then composited them in Photoshop.
This was also great because I had the body and hair in separate layers, so when I erased a bit of hair the skin showed underneath. How is that for interactive shaving? LOL

I hope this clarifies some of the questions.
If there is anything else you'd like to know, just shoot!

Old 05-21-2009, 01:03 AM   #77
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Ben Womack
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Very nice. Love the rabbit's attitude. Well done.
Old 05-21-2009, 01:55 AM   #78
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John Saleem
3D Modeller/ Texture Artist
Animal Logic
Sydney, Australia
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awesome work ...
There is no failure, except in no longer trying.
Old 05-21-2009, 06:45 AM   #79
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Alex Jefferies
MDI Digital Ltd
Norwich, United Kingdom
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Thank you very much for taking the time to explain your process so thoroughly - it's greatly appreciated!

Look forward to seeing more great work from you
Old 05-21-2009, 10:34 AM   #80
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Mario Domingos
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Piranha Bar
Dublin, Ireland
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Mtos parabéns José!!! É sempre bom ver um tuga nestas andanças! Não conhecia o teu trabalho, muito bom parabéns!

In English: Really nice work!
Old 05-21-2009, 02:58 PM   #81
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Flávio Andaló
Florianópolis, Brazil
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Thanks a lot for posting the process and the problems you had. Too bad this is still hardly viable on and animation, unless you have a huge render farm.

Parabéns! Hope you get a cgchoice.

Back to the university...
Old 05-21-2009, 03:38 PM   #82
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Marcos Nicacio
3D Artist
Fortaleza, Brazil
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Wow!! Preety good shader and fur!
Thanks for sharing the settings!

Congrats and good luck
Old 05-21-2009, 09:23 PM   #83
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Jose Alves da Silva
Freelance Character Artist
Lisbon, Portugal
Join Date: Apr 2005
Posts: 851

webdefender, nightwoodwolf, MarcosNicacio> Thanx!!

AJ> I hope now you can get those hires images full of hair rendering!

3DMadness> There are so many good images that don't get to the frontpage or get awards. I already consider myself very lucky with this chance to show up in the Frontpage!

spurv> Viva! Não conheces o meu trabalho mas eu já conhecia a Pato. Bom trabalho! Obrigadão!
Old 05-22-2009, 11:42 PM   #84
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Thumbs up

Originally Posted by Zeoyn
Chokmah, far, noboundariez> Thank you!

sonomamashine> The fur took me a looot of time... It is 3DS Max's Hair and Fur. The technique I have used was to create a lower polygon mesh to generate the fur which lied underneath the high resolution mesh. The hairs pass through the high res mesh as if they were born below the surface. The main fur took 8 hours to render at 2400x4000px :P
I have rendered the fur in a separate path and composited in Photoshop.
Here is an image showing the high and lowres meshes (with hair count):

Here is the fur and base before compositing:

Max´s hair and fur is a very difficult tool to master but you are a real pro with it, congrats and thanx for taking your time showing us every aspect of the process of creation of this awsome work. cheers!
Old 05-23-2009, 12:51 AM   #85
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Jose Alves da Silva
Freelance Character Artist
Lisbon, Portugal
Join Date: Apr 2005
Posts: 851

sonomamashine> It was my pleasure! Cheers!
Old 06-21-2009, 08:20 PM   #86
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Flamander Dragoon
Metropolitan University
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soooo goood joooob!

really I cant do that... (I have 256 RAM LOL)

but so amazing job... bro

every step... its a masterpice!
Old 06-21-2009, 08:55 PM   #87
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Jose Alves da Silva
Freelance Character Artist
Lisbon, Portugal
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Posts: 851

flamander> Thanks bro! I am really glad that you like it so much
Old 10-25-2009, 03:16 PM   #88
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Felideus Bubastis
Illustrator & Storyteller
Madrid, España
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I love this character is really great
My website
Old 10-25-2009, 03:49 PM   #89
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Jose Alves da Silva
Freelance Character Artist
Lisbon, Portugal
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Posts: 851

Felideus> Thanks!
Old 10-25-2009, 03:49 PM   #90
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