Can you render Blender hair animations in OR?

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justavisitor
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Is there any way to render Blender hair animations in Octane?
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ROUBAL
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Yes : Convert hair particles as mesh...
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justavisitor
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Thank you - I already did that, but I'm afraid the hair doesn't render... :(
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JimStar
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You can easily render the particles without conversion. Just don't forget to not set the geometry type to "Global" if you have a lot of particles - it may take a lot of time to translate or you can get out of memory on GPU. Set it e.g. to "Scatter"...
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justavisitor
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Thank you Jim, but I already tried that...
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Saramary
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Do you have this issue only in animation or you don't see PS at all? I mean maybe something wrong with your PS settings?
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justavisitor
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Saramary wrote:Do you have this issue only in animation or you don't see PS at all? I mean maybe something wrong with your PS settings?
Hair doesn't render at all in Octane (but it renders fine in Cycles).

May I ask which settings could be wrong?

The only way I can get Octane to render hair is if I add a Screw Modifier, with 1 degrees angle and 2 steps - which is a method I found in another forum - but the results are quite peculiar (and it also triple the number of vertices).
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Saramary
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Look, there are several steps to create PS:
1. Create a parent object
2. Add PS to it (till now nothing new)
3. Create a source object or group of objects.
4. Add this source object into Render settings in your PS settings. I think you didn't do this trying to use PS itself without any source object.
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justavisitor
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Saramary wrote:Look, there are several steps to create PS:
1. Create a parent object
2. Add PS to it (till now nothing new)
3. Create a source object or group of objects.
4. Add this source object into Render settings in your PS settings. I think you didn't do this trying to use PS itself without any source object.
Uh, thank you for your time but I'm afraid I just don't understand at all.

Do you happen to have a link to a site that explains the process?

I read your post 5o times but I don't know the terms. Let's say I have an object, X, that should be covered in hair. Do I then create a copy - Y - and make Y the parent to X, and add hair to Y?

Then I should create a source object. I tried to google that but couldn't find anything that made sense. Can it be any object? What's its function and, er... where do I find the Render settings you mention? :)
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Saramary
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justavisitor wrote: Let's say I have an object, X, that should be covered in hair. Do I then create a copy - Y - and make Y the parent to X, and add hair to Y?
I'm sorry for not clear explanation.:)
You don't need to convert any objects into hair at all, instead of this you can use PS and save memory of your computer.

"Object" parent - object on which you want to "grow" your hair. So you don't have to make a copy of it. You just create this object.

After that you create a "source" object. Your hair will have the same shape as this object has. If your PS need to be more difficult (grass for example), you should create a group of objects and use them as a "source" for your PS.

Also in order to save some memory you should change a mesh type form Global to Scatter or Movable Proxy for every object that take part at your PS ("parent" object and "source" object or every object at your group of objects).

Also I found several treads that might be helpful for you:
http://render.otoy.com/forum/viewtopic. ... t=particle
http://render.otoy.com/forum/viewtopic. ... e&start=10
http://render.otoy.com/forum/viewtopic. ... t=particle
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