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 Post subject: Grass
PostPosted: Tue Nov 03, 2009 6:50 pm 
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I suppose that many people will try to make grass with HairFarm, so maybe we can open a thread to regroup all our grass tests.

So here I come with two images I have made in couple of minutes and rendered in a 20 second max !!! wow !

Attachment:
grass.jpg



and a "happy accident" (in my opinion ^^) :

Attachment:
grass_dead.jpg


Want to see yours ^^
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 Post subject: Re: Grass
PostPosted: Thu Nov 12, 2009 5:41 pm 
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Okay maybe nobody cares about grass ^^

But what if I present some grass and some fur together ? ;)

So, meet "Furry Ball" !!!!

Attachment:
furryBall playing in the grass.png


RenderTime : 2 mins
Hair Count : more than 2M
Dof : HairFarm Dof
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 Post subject: Re: Grass
PostPosted: Thu Nov 12, 2009 6:24 pm 
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Cool, it would be nice to see it in motion? some wind or lite breeze perhaps? :)

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Lee Perry-Smith -Beta Tester

www.ir-ltd.net

triplegangers (3D Scans and Digital Captures)
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 Post subject: Re: Grass
PostPosted: Thu Nov 12, 2009 6:29 pm 
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haha, I'll see what I can do :)
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 Post subject: Re: Grass
PostPosted: Sat Nov 14, 2009 7:44 am 
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Just a test for the setup and the sim modifier :

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 Post subject: Re: Grass
PostPosted: Wed Nov 25, 2009 7:23 am 
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Here is an quick animation test with some wind ...
Attachment:
test_anim_1.flv [ 662.88 KiB | Viewed 21278 times ]


Comments are welcome :)
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 Post subject: Re: Grass
PostPosted: Wed Nov 25, 2009 9:37 am 
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Switcher wrote:
Here is an quick animation test with some wind ...
Attachment:
test_anim_1.flv


Comments are welcome :)


Wow! Some great tests. It would be nice to see a longer vid and maybe one the same but with a bit of camera movement perhaps. Great work :D

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Lee Perry-Smith -Beta Tester

www.ir-ltd.net

triplegangers (3D Scans and Digital Captures)
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 Post subject: Re: Grass
PostPosted: Wed Nov 25, 2009 12:36 pm 
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The video is awesome! Loved it!

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Cem Yuksel - Developer
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 Post subject: Re: Grass
PostPosted: Thu Nov 26, 2009 3:14 am 
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Thx guys :)

So here is a new version of the anim :
Attachment:
test_anim_2_1.flv [ 8.73 MiB | Viewed 21267 times ]


There are some artefact due to shadow resolution (2048) and most important HairStyle Pushout Wsm ... Any idea to avoid that cem ?

thx :)
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 Post subject: Re: Grass
PostPosted: Thu Nov 26, 2009 3:34 am 
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This great! Nice work! :ok:

Switcher wrote:
There are some artefact due to shadow resolution (2048) and most important HairStyle Pushout Wsm ... Any idea to avoid that cem ?

I noticed the same problems. Shadow problems can be resolved by increasing the number of layers, instead of increasing the resolution. As for HairStyle PushOut WSM, it is not really suitable for this task. What I would suggest is a second HairStyle Forces WSM to be used with a gravity force field. Set the gravity spherical and place it at the center of the ball. Then, give it a little bit decay and a negative strength. See if you can get something you like out of it. If you can find the right parameters, you can get a similar result to what you have now, minus flickering.

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Cem Yuksel - Developer
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 Post subject: Re: Grass
PostPosted: Thu Nov 26, 2009 3:41 am 
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cool !!!

By the way, adding some layer means more computing time for vertices transformation, and with this hair number, maybe increasing shadow resolution will consume less time ... am I right ?

I'll try what you suggest for gravity, but what if I want a character walking in the grass instead of a sphere? Spherical gravity would not give me the good imprint in the grass if I can say ...

Maybe I should create quite as much gravity as bones rigging my character, with diferent decay in order to define a "pushOut volume" made by forces...
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 Post subject: Re: Grass
PostPosted: Thu Nov 26, 2009 3:58 am 
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Switcher wrote:
By the way, adding some layer means more computing time for vertices transformation, and with this hair number, maybe increasing shadow resolution will consume less time ... am I right ?

Increasing the number of layers will simply consume more memory, but it won't be any slower other than that.

As for the issues with HairStyle Pushout, it is designed to easily resolve minor intersections. You are pushing it way beyond its intended task.

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Cem Yuksel - Developer
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 Post subject: Re: Grass
PostPosted: Thu Nov 26, 2009 4:16 am 
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cem wrote:
As for the issues with HairStyle Pushout, it is designed to easily resolve minor intersections. You are pushing it way beyond its intended task.


So how to achieve this effect ? How to make a character (biped) walk realisticly in the grass ? Does Sim would work for this ? Sim + small Pushout ?
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 Post subject: Re: Grass
PostPosted: Thu Nov 26, 2009 11:08 am 
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Yes, sim would work for the most part. There is no general answer really, you need to find one based on the specifics of your scene and the effect you would like to achieve.

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Cem Yuksel - Developer
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 Post subject: Re: Grass
PostPosted: Sun Nov 29, 2009 10:04 am 
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Attachment:
test_anim_4.flv [ 6.56 MiB | Viewed 20782 times ]


Here an other version with increased hairShadowMap resolution and hair steps. By the way there is still some flickering even it's really small ...

Do you think that HairRaytrace shadows will provide NO flickering ? (rendering time will be higher but for animation...

Furthermore, increasing hair step tend to change hair look, because hairStyle modifier don't react the same with more vertices ...
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