Polygon Hair and transparency


#1

This is to show the effects of making overlapping geometry transparent and how you get nice soft looking hair by doing this.

Mike


#2

Long long did that take to render?

I’ve recently tried making eyebrows and was a bit dissapointed with the render time.


#3

its slow, but you would probably be able to get away with making eyebrows non transparent. They should render pretty quickly.

Mike


#4

That looks greeeeaaaaat :drool:


#5


the trick holds up on close ups as well…

Mike


#6

WOW, that really looks awesome Mike… :drool:
You wanna share the files ? :rolleyes:


#7

thats a 9meg hairball object…


#8

Originally posted by Mike RB
thats a 9meg hairball object…

I wouldn’t mind downloading 9 mb ! :stuck_out_tongue:
Please give us some more info, a tutorial or something else, it really looks awesome ! :thumbsup:


#9

whats to tell? I think the images show what i was doing pretty well, if you want to have a look at the object, be my guest:

http://www.3dluvr.com/blackbourn/web/xxx_hairball.zip
6 megs zipped.

Mike


#10

Originally posted by Mike RB
[B]whats to tell? I think the images show what i was doing pretty well, if you want to have a look at the object, be my guest:

http://www.3dluvr.com/blackbourn/web/xxx_hairball.zip
6 megs zipped.

Mike [/B]

THANKS YOU ROCK ! :bowdown:


#11

It looks surprisingly good closeup. There’s probably some technique that can help get around the appearance of hair implants that the hairs’ transition from the scalp displays.


#12

more smaller hairs and a texture map underneath that has small hairs painted on it…

This method is essentially how shave works normally, except its all done internally and it works with deformations… is way faster to render… that kind of thing. But the ability to export out poly versions is pretty cool…

Mike


#13

How does a mix of these polygonal strands look blended with some of the actual shave hair rendered elements?

I suppose that for static/non animated shots it might be interesting as you don’t have to worry about the polygonal hair not having any dynamics.


#14

for comparison, this is a render of the same style using the shave renderer(not LW with polygon hair)…

rendered super duper quick compared to the poly version (and i cranked up the hair count and lowered the base thickness a bit)


#15

i left one of my 4 sets of poly hair in place and made it fully opaque, then added my shave hair:

pretty weird…


#16

That looks pretty good. So I suppose the fact that Joe no longer offers or supports shave for Lightwave makes it slightly difficult to get hooked up with the plugin.
I do see Shave with dongle for sale on ebay from time to time.

What are the features of Shave that make you prefer it over the full Sasquatch?


#17

well, 1st of all I dont own sasquatch. :slight_smile: Shave still has a tone of quirks, but the value it still has for character hair and lipsync (lipservice) makes the dongle worth it if you can still pick one up…

one more fantastic feature: Instancing!


shave renderer (very fast to render)


#18


or… like i did with the normal hair… export as polygons… the uses for this for modeling of complex repetative things are endless…

Mike


#19

Mike:
What advantage do you think you have when rendering the polygons exported form Shave, as opposed to rendering the hair from the standard methods?

It’s very interesting, and it could help with certain cloning needs, but seems to defy the reasons for drawing billions of polygons as a pixel filter.


#20

options. while shaves pixel filter is nice, lw rendering polygons will always look better… also complex texturing, you could use GI and rust shaders on those chians and make them look totally photoreal…

Mike