Hi everyone,
I'm having an issue with my fur/hair render not following the contours of my subdivided head geometry as displayed in the attached images. On both the head geometry node and fur node I have ‘Polygons as Subdivisions’ enabled, however I have a feeling there's more to it than that for fur renders. Am I needing to append a subdivision node to my head geo prior to generating the fur perhaps?
Any help would be appreciated, cheers!
Fur render not following sub-d geometry
5272 8 3- Rusalki
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- mzigaib
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That is actually a good question, the way I solve this problem is subdviding my skin mesh after I do all my paints and combs but if you do this you loose all that inside the fur asset, so to solve this I save or lock my low mesh inside the fur asset and I use a attribute transfer to transfer all my attributes to the higher res mesh it works but involves a workflow where you have to do that every time you before rendering, makes sense?
I hope that helps but I am sure there's a easier way maybe someone here could share some ideas.
Cheers!
I hope that helps but I am sure there's a easier way maybe someone here could share some ideas.
Cheers!
- luoqiulin
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- mzigaib
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- luoqiulin
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- Rusalki
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- mzigaib
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-Apply a subdivide node in your skin geometry and bypass it;
-Inside your fur asset do what you have to do in your low res mesh combs, paints, attributes etc;
-Lock the very last node with your attributes;
-Unbypass your subdivide node;
-Transfer the attributes from the locked node to the subdivided geo inside the fur asset;
-That´s it;
Makes sense?
-Inside your fur asset do what you have to do in your low res mesh combs, paints, attributes etc;
-Lock the very last node with your attributes;
-Unbypass your subdivide node;
-Transfer the attributes from the locked node to the subdivided geo inside the fur asset;
-That´s it;
Makes sense?
- Rusalki
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- pelos
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the reason for this is that the fur node, will use the skin as the skin geometry.
the subdivide at rendering time is a property of the node that happen for render.
if you like this behavior like other packages you need to make a switch with between the low res and the subd mesh that is link to the parameter.
the subdivide at rendering time is a property of the node that happen for render.
if you like this behavior like other packages you need to make a switch with between the low res and the subd mesh that is link to the parameter.
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