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Dear users,
we are sorry to inform you, that we had to end development of our FurryBall after almost ten years!
We will give FurryBall for free to all users, but without any Maintenace and Support.
Because we have to keep our servers working, we have set the symbolic price 29,- EUR per year.
Hope you will understand us and keep using FurryBall if it fits you.
Thanks for all those nice years with GPU rendering.
Your FurryBall team

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redhunt
Post  Post subject: Hair rendering workflow question  |  Posted: Mon Aug 01, 2016 11:18 am

Joined: Mon Aug 02, 2010 2:38 pm
Posts: 7

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Hi,

Just asking, coz I can't infer this information from the manual :(
When rendering hair - should I add the FB Hair tag besides the original C4D Hair tag with C4D material? Because the C4D hair material has all the controls for thickness, curling etc...
So the tags on a hair object would look like this (from left to right): C4D Hair Tag (with C4D Hair Mat), FB Hair Tag, FB Hair Material (in a C4D Texture Tag). Is that the proper setup?

Also, if I wanted to render splines as hair - normal C4D workflow is to add the Hair Render tag followed by Hair Material. So in order to render in FB - to that setup - I should add FB Hair Tag and a FB Hair Material?

Unfortunately I have been trying this and other combinations without any success, and FB kept crashing or simply not rendering any hair.

I am not using motion blur.

I tried different settings in Acceleration structures as well ... unfortunately nothing seemed to help. :(

The scene is very simple. The hair are just 5000 strands or so.

Please I want to stay optimistic! :D
Cheers,
B


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Jan_Smejkal
Post  Post subject: Re: Hair rendering workflow question  |  Posted: Mon Aug 01, 2016 12:47 pm
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Joined: Fri Aug 13, 2010 10:30 am
Posts: 794

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redhunt wrote:
When rendering hair - should I add the FB Hair tag besides the original C4D Hair tag with C4D material? Because the C4D hair material has all the controls for thickness, curling etc...
So the tags on a hair object would look like this (from left to right): C4D Hair Tag (with C4D Hair Mat), FB Hair Tag, FB Hair Material (in a C4D Texture Tag). Is that the proper setup?
Yes, it works. FB hair tag is not needed, there is only some additional parameters.
redhunt wrote:
Also, if I wanted to render splines as hair - normal C4D workflow is to add the Hair Render tag followed by Hair Material. So in order to render in FB - to that setup - I should add FB Hair Tag and a FB Hair Material?
Splines are not supported yet, however you can convert it to hair if you need it.


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redhunt
Post  Post subject: Re: Hair rendering workflow question  |  Posted: Mon Aug 01, 2016 2:00 pm

Joined: Mon Aug 02, 2010 2:38 pm
Posts: 7

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Thanks for the answer.

I was trying to render splines generated from a Tracer object.
When creating Hair object from the tracer and hair from guides, all seems fine in the viewport and physical render, but FB crashes.
Next I tried to bake tracer into alembic (which worked ok) and then using that as a source for hair, but still doesnt work.
It only works when I explicitly do "current state to object" from the alembic splines, and use that as hair guides source, but that effectively limits me to static shapes. :(

Cheers,
B


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Jan_Smejkal
Post  Post subject: Re: Hair rendering workflow question  |  Posted: Mon Aug 01, 2016 2:06 pm
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Joined: Fri Aug 13, 2010 10:30 am
Posts: 794

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Hmm, we have some bug fix which we release in next version (we release it very soon ;) So please try it with this version.


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