The main problem I had with Soft's hair was that sometimes the guides would pop, change shape without any apparent reason. So I had to be >really careful and keep several copies of it.


Yes, I had that too last year. It appeared to me that it would happen more often when undoing a hair modeling operation and then saving the file. Upon reopening some hairs would pop into seemingly random directions (most of the time penetrating the surface they grow from). It did happen frequently (like several times a day) but Icouldn't find a way to reliably reproduce it.

Another real problem I found was that hair simulation malfunctions (read: creates totally unpredictable and wrong looking results, including totally stiff strands) when telling it to collide with a subdivision level of the emitter surface. It sort of worked having it collide with the unsubdivided base mesh, but that would cause visible faceting of the rendered hair due to the coarse nature of the base mesh in my particular case (Shave doesn't seem to interpolate emitter normals on a per render hair basis). An alternative would have been to actually subdivide the emitter mesh instead of using subD's, but that would've created so many additional guide strands that the grooming process would have become too slow. Even having the hair collide with a subdivided copy of the emitter mesh created erratic results. In the end I gave up and did not use dynamics at all, which was ok-ish in my case since the hair was relatively short. Did you encounter the same problem, and if so, how did you solve it? It's reproducible in 2013, 2014 and 2015 btw, at least for me.

That's one fluffy, great looking bird btw!





On 6 Nov 2014, at 12:49, Ognjen Vukovic <[email protected]> wrote:

Great job.
I can only presume you used grids with opacity maps to cut the feathers,did that kill the render time? Also did you run a test >>maybe using ice strand generated feathers, and would that maybe cut down on the render time compared to opacity maps?

On Thu, Nov 6, 2014 at 12:39 PM, Simon Burke <[email protected]> wrote:
That's right, feathers were done by Mario Domingos using mbFeather Tools.

On 6 November 2014 09:44, Ognjen Vukovic <[email protected]> wrote:
Just out of curiosity, is that mbFeather's ?

On Thu, Nov 6, 2014 at 10:16 AM, Mirko Jankovic <[email protected]> wrote:
Haven;t you heard?Zombies are IN now ;)
Nice work.
On Thu, Nov 6, 2014 at 4:41 AM, Jason S <[email protected]> wrote:
Whoa! lol!

https://vimeo.com/110905739

Not bad for 'obsolete' zombie software :)



On 11/05/14 20:20, Paulo Cesar Duarte wrote:
Although all credits are in the link, I'm putting here too.

Lead 3D / Head Model, Blendshapes / Shading, Lighting, Render - Simon Burke
Rigging / Lead Animator / Body Model - Sam Boyd
Grooming / Feathers / Props Modelling - Mario Domingos
Compositing / Grade - Gavin Kelly
Directed by Gavin Kelly

Again, beautiful work.

2014-11-04 16:35 GMT-02:00 Paulo Cesar Duarte <[email protected]>:
Nice work on "The Ballad of Uncle Pat"
by Simon Burke

http://bit.ly/1xYrPIb



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