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hair trouble_mane162
Posted: Thu Jul 07, 2005 11:12 am
by mane162
hello my friends, somedoby knows a hair-grass generator wich works with maxwell??i hope it´s the right place to post this thread, if not please move it.
thanks
mane162
Posted: Thu Jul 07, 2005 11:15 am
by Aldaryn
Any hair/fur/grass generator capeable of producing geometry output will do.

Posted: Thu Jul 07, 2005 11:20 am
by mane162
Aldaryn wrote:Any hair/fur/grass generator capeable of producing geometry output will do.

tell me complete name Aldaryn if you don´t mind
mane162
Posted: Thu Jul 07, 2005 11:36 am
by rivoli
what about ornatrix or shag:hair?
Posted: Thu Jul 07, 2005 11:38 am
by mane162
rivoli wrote:what about ornatrix or shag:hair?
have you tried them rivoli??

. they works??
thanks
mane162
Posted: Thu Jul 07, 2005 11:43 am
by rivoli
of course maxwell can't render any hair effect as you would within max, but if you convert it to mesh then it will. you'll end up with a heavy load of geometry though.
you may want to have a look here:
http://www.maxwellrender.com/forum/view ... light=hair
Posted: Thu Jul 07, 2005 12:03 pm
by mane162
really thanks rivoli, very useful
mane162
Posted: Thu Jul 07, 2005 12:25 pm
by Aldaryn
Oh, I was a bit slow...

Yup, Ornatrix is great to do hair and stuff, also, the MAX 7.5 Shave n haircut extension is qute suitable. Since the output is geometry, and its handled by Maxwell, almost all hair solutions will render perfectly, and very similar, so, the only difference is how fast, and efficient is the workflow.
Btw, Maxwell handles really large geometric data very well! As long as you've got the RAMs, hair won't give you any trouble.
It would be great to have some kind of non-geometric primitive in Maxwell, but imo something will be implemented in the future.
Posted: Thu Jul 07, 2005 12:27 pm
by mane162
really thanks Aldaryn
mane162
Posted: Thu Jul 07, 2005 1:51 pm
by Hervé
and in Case... for LW, there is Meshpaint by
www.evasion3D.com
@++

Posted: Fri Jul 08, 2005 5:19 am
by michaelplogue
The big problem with Shag/Hair for Max isn't Maxwell's ability to render the huge amount of poly's, but from Max being able to convert a convincing number of hairs into geometry. Based on strenous research (ok, I Googled it

), the average human has approximately 100,000 hairs on their head (quite a bit less for guys like me). So far the most hairs I've been able to convert were 14,000 with only five segments per hair. Anything above that will crash.
What you can do, is convert the hairs to splines. Right now I'm in the middle of converting 30,000 hairs with 30 segments each into splines. But it's been going for a couple hours now, and it's not even up to 50% complete. Of course, you have to set the spline as renderable, which will create in the backgound a whole bunch of poly's. I'll let you know if Max can handle this as it's sending the job to Maxwell.
Posted: Fri Jul 08, 2005 10:27 am
by mane162
thanks Hervé y Michaelplogue for the information, very usefull
mane162
Posted: Fri Jul 08, 2005 10:32 am
by Aldaryn
Michaelplogue, have you tried braking your hair into separate parts, so that you can convert it into geometry one by one? Or convert the whole hair svereal times with a smaller density and with different random seeds.
Posted: Fri Jul 08, 2005 10:35 am
by Mihai
Michael, isn't it possible to split the hair into several pieces, and convert each one in turn into geometry? This way you could avoid the out of memory crash if you try to convert all of it in one go.
Posted: Fri Jul 08, 2005 11:58 pm
by michaelplogue
Aldaryn & Mihai (looks like great minds think alike!) I'm trying that now (splitting hairs, so to speak - pun intended

).
My test with splines crashed (not sure when - I left it running over night).