p_HairTK and shave


#1

Hey guys

I tryed the puppet Hair shader with shave. So far everything works cool, but I need to tweak the Tip and rootcolor in a special way…
Witch means that I can define when or where the RootColor is blending in to the Tipcolor. for example that the rootcolor blends not after 50% but after 70% or 90% in to the Tipcolor. So basicly like the transparancy atributes…

Is there maybe a workaround aor a way to get the UV information from the Hairgeometrie…
to be able to map a Ramp… Puppet :slight_smile: any Idea?

Thx for any help :slight_smile:
Greets
bjoern


#2

Yes, you may map your hairs with any ramp texture
You just need to use p_hair_mapping shader. You should connect it to your Ramp node.
Like on this image:


#3

Maaaaannnnnn :)))) You are my F***cking Hair Master.
That is absolutly perfect!

Last question… I’m right now not on my own PC so can’t check it… But as I remember
there was no posibility to output Object or Wordnormals for the Fur… (with shave)
Or am I wrong…? Can you give me a little hint :slight_smile:

thx so much man, that helped allot!


#4

oh another one, hehe
did you ever got it managed to export Mi file for the Hairgeometrie (inbuild mentalray maya2009) since Maya2009 has now the renderproxies… theoretical, it should be posibel :slight_smile:
so that you don’t have to export all the hairshit again just for tuning lighting. Of course MR standalone can do that… But I’m here on crapy Maya2009 only.


#5

thanks puppet

but i can’t understand shading network.

how connect ramp1 to p_HairTK shader?
is it already connect “check-texture” in P_hairtk.rootcolor and p_hairTk.tipcolor ?

ramp1.outcolor ->P_hairTK.(?)

i want to know “ramp1.outcolor ->P_hairTK.(?)” connection.


#6

In current example it’s ‘Ambient’. But Checker is on ‘Diffuse Root’ and ‘Tip’.


#7

thanks a lot Puppet

it’s a great shader!! :slight_smile:


#8

Is it possible to plug a ramp into the diffuse tip root or both, and then to map the colors of the ramp with different textures, essentially being able to map infinite levels of the hair. So far using the current setup i haven’t been able to do this, if anyone knows im very curious.


#9

im having problems mapping a texture to anything in this shader, nothing works, even a simple checker map on a sphere wont plug into the hair attributes properly.


#10

ok, put here the scene.


#11

Test scene uploaded. Im using maya 2009 by the way. Its using shave.


#12

But everyhting works fine in your scene!
Make shave scale smaller and rise hair density- u will see it clear.


#13

must be something to do with a setting ive changed in maya 2009. I tried it in 2010 and it works now… odd.

Thanks for your help!


#14

Hi everyone,
I’m also having problems applying maps to tip/root - nothing works, including maya native ramps, checkers, etc. p_HairTK seems lighting fast and I don’t wanna give up on it, and since Maya 2009 is my only option, maybe someone knows any workarounds? Btw, I’m on x64.

Thanks in advance


#15

Hi everyone,
just wanted to report that upgrading to service pack 1a solved the problem I had with mapping attributes.

And big thanks to Pavel for amazing shader!

v.


#16

thats a great thread great replies
just downloaded service pack 1 now


#17

Is this possible inside 3ds max?


#18

OK, i was able to figured that out… converting the float output of p_hair_mapping to color and then using it as a grayscale map in the “mapped” option of the gradient ramp in max.

Another question! When i use p_MegaTK shader where the specular is set to Fast Fur Specular on a shave& haircut with the option to render with mray hair primitive, max crashes… i think it has something to do with the tangents that’re used to break the specular, but this (breaking the specular) and the ability to control the specular rotation is why i was trying to use it… any workarounds?


#19

Hello I just installed P_ shaders pack on Maya 2011, now when I try render a shave system I get this error:

// Error: Fatal (mental ray) : mental ray encountered a fatal error. The system may have become unstable. Please save the scene and exit Maya. //
// Error: (Mayatomr.Output) : failed during mental ray rendering: mental ray abort //

I think it has something to do with this new parameter:

  • p_HairTK: Added ‘Visible for FG’ parameter

sometime mental ray does not crash but it does not render fur either, and give me an error complaining that it can’t find visible_for_fg parameter.

have anyone ran into this problem before? any fixes?

Cheers.


#20

Hi Puppet…
Could you please give more detail on how everything is connected to get the checker material coming through.
I’ve tried connecting a checker to the diffuse root and tip, but I just get this:

I’m using shave and the 3.3 p_HairTK shader.

thanks in advance