All posts relating to Maxwell Render 1.x
By mane162
#43761
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. :D

thanks

mane162
Last edited by mane162 on Thu Jul 07, 2005 12:34 pm, edited 1 time in total.
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By Aldaryn
#43764
Any hair/fur/grass generator capeable of producing geometry output will do. ;)
By mane162
#43770
Aldaryn wrote:Any hair/fur/grass generator capeable of producing geometry output will do. ;)
tell me complete name Aldaryn if you don´t mind :lol:

mane162
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By rivoli
#43778
what about ornatrix or shag:hair?
By mane162
#43780
rivoli wrote:what about ornatrix or shag:hair?
have you tried them rivoli?? :shock: . they works??
thanks

mane162
By mane162
#43783
really thanks rivoli, very useful

mane162
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By Aldaryn
#43789
Oh, I was a bit slow... :D 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.
By mane162
#43790
really thanks Aldaryn :D

mane162
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By Hervé
#43800
and in Case... for LW, there is Meshpaint by www.evasion3D.com

@++ :wink:
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By michaelplogue
#44059
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 :lol: ), 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.
By mane162
#44105
thanks Hervé y Michaelplogue for the information, very usefull :D

mane162
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By Aldaryn
#44109
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.
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By Mihai
#44112
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.
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By michaelplogue
#44332
Aldaryn & Mihai (looks like great minds think alike!) I'm trying that now (splitting hairs, so to speak - pun intended :lol: ).

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