Hello Seeing i would like to recreate the barbules on the barbs with a sine wave normal or a modulo normal away from the center.
I was wondering if it is possible to render the barbs as polygons with UV coords per barb instead of tubes.
Am i missing something on how to do this or is this not implemented yet?
(ps Im confused about the term barbules, i assume that the main shaft is the shaft the shaft has barbs and the little barbs on the barb are called barbules. I get the feeling sometimes people are using these interchangeably.)
feather barbules polygones with uv ber parb instead of tubes
1148 6 0- NicTanghe
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- KaiStavginski
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Hi,
nothing is implemented for barbules specifically yet, but there are ways you can make them of course.
By polygins with UV coords, do you mean a strip of quads alongside each barb?
(I think we agree about the terms. Stepping down the detail hierarchy we have shaft, barbs, barbules)
nothing is implemented for barbules specifically yet, but there are ways you can make them of course.
By polygins with UV coords, do you mean a strip of quads alongside each barb?
(I think we agree about the terms. Stepping down the detail hierarchy we have shaft, barbs, barbules)
Kai Stavginski
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Senior Technical Director
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- jsmack
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KaiStavginski
Hi,
nothing is implemented for barbules specifically yet, but there are ways you can make them of course.
By polygins with UV coords, do you mean a strip of quads alongside each barb?
(I think we agree about the terms. Stepping down the detail hierarchy we have shaft, barbs, barbules)
Sounds like a job for fractals
- KaiStavginski
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Indeed, something like that.
Here's a scene where I made each barb a "feather" by giving it the required attributes. So the barbs now represent barbules.
You have two outputs in the scene, one resamples the barbs so you get lots of individual barbules, one uses feather surface to generate polygon strips for barbules.
Here's a scene where I made each barb a "feather" by giving it the required attributes. So the barbs now represent barbules.
You have two outputs in the scene, one resamples the barbs so you get lots of individual barbules, one uses feather surface to generate polygon strips for barbules.
Kai Stavginski
Senior Technical Director
SideFX
Senior Technical Director
SideFX
- jsmack
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- 7803 posts
- Joined: Sept. 2011
- Offline
KaiStavginski
Indeed, something like that.
Here's a scene where I made each barb a "feather" by giving it the required attributes. So the barbs now represent barbules.
You have two outputs in the scene, one resamples the barbs so you get lots of individual barbules, one uses feather surface to generate polygon strips for barbules.
Is there a plan to add a 'feather bsdf' for use on polygon strips or curves that models the barbules statistically? I always found the use of anisotropic specular/translucent refraction shader to be a bit unrealistic on cards and the hair model doesn't really represent the fine barbule structure.
- NicTanghe
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- KaiStavginski
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jsmack
Is there a plan to add a 'feather bsdf' for use on polygon strips or curves that models the barbules statistically? I always found the use of anisotropic specular/translucent refraction shader to be a bit unrealistic on cards and the hair model doesn't really represent the fine barbule structure.
Not quite a plan yet, but sounds like an interesting thing to pursue. I'll discuss this internally.
Kai Stavginski
Senior Technical Director
SideFX
Senior Technical Director
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