Hair is working good in geometry mode now, but I have 2 more requests:
*You completely removed the hair primitive support. Please add it back. Rendering hair as geometry is very resource demanding and offten can be used only for the main character. It is a workaround afterall.
(It's not a big deal if hair primitives don't have animation support. Animation can be forced to update by rendering each frame from maxscript.)
*Allow us to define a material for hair primitives using Mental Ray shader slot under mrParameters rollout of Hair and Fur modifier. (Yes, no proper UV support, but we can still use falloff to create more complex hair shaders)
If you could add those things, then it would be the best of 2 worlds - having option for geometry and hair primitives.
Suv
[Req] Please add back hair primitive support
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Yes, but I thought we would still have the option you had already working previously. The one with primitives.Karba wrote:You asked to make it work vray/corona way.
There is no way at the moment to combine it with hair primitive, otherwise I would do it long time ago. I keep digging in this area.
I don't want any new functionality, just the same primitive support you already had working in 2.02.
There could be a parameter under Octane properties (object specific)
*Render hair modifier as primitives
If it is selected, then you threat the modifier as in 2.02 and if unselected, then render it as geometry like in 2.04
Or is it impossible to do it like that?
I would not ask this, but geometry mode is very bad for larger areas. The export times are sky high.
Suv
Gotcha. I take your word then. Probably related to fact that if Max converts hair to geometry there is no way how to read strand info?
But what about not mixing? That hair is either geometry for the whole scene or if geometry mode is turned off under effects panel it's rendered as primitives.
Can it be done this way?
Suv
But what about not mixing? That hair is either geometry for the whole scene or if geometry mode is turned off under effects panel it's rendered as primitives.
Can it be done this way?
Suv
It can be done for the whole scene, not per object.suvakas wrote:Gotcha. I take your word then. Probably related to fact that if Max converts hair to geometry there is no way how to read strand info?
But what about not mixing? That hair is either geometry for the whole scene or if geometry mode is turned off under effects panel it's rendered as primitives.
Can it be done this way?
Suv
Just give me some time. May be I will find some flexible solution, may be not.