Question regarding the Octane Fur

Autodesk Maya (Plugin developed by JimStar)

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ciboulot
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Hello everyone,

I am planning to do a project during october with one character with fur (a Panda).

What I don't seem to find on the forum is how you manage to texture the fur. It is a panda so I will need to apply some different colors to it throught the whole body. Is it texture driven regarding the UV of the master shape? Does it involve Octane transform (which are 3D and therefore cannot be used in animation as it slips on the shape).
As for the materials, we can apply all the octane shaders I understood. But for the moment, there is no tip and base settings?
Last one. What kind of fur plugin do you use? Or is it just the simple hair from maya?

I don't have the 2.06 version yet, but I am planning to buy it in the next few days.

Thanks for all your answers
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zboog
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I don't know if the fur works, but I've gotten the simple Maya hair to render by making sure it outputs to polygons. As for the texture, you can't use the built-in coloring (it doesn't work with Octane right now). You'll have to apply an Octane material.

I just made a simple example of "Fur" using Maya hair.
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Octane "Fur" with Maya hair
Octane "Fur" with Maya hair
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ciboulot
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Thanks zboog,

I did some test also with the demo version. Thanks for the example. What I am aiming to do is that the hair color gets its texture information from the mesh it is applied on. Like a checker or anything else. If I have to texture a Panda I will need white and black textures all over the body.
It would be better if Octane and heir would be able to read the texture directly fromm the mesh UV
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JimStar
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zboog wrote:it doesn't work with Octane right now
Wrong.
http://render.otoy.com/forum/viewtopic.php?f=28&t=41182
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ciboulot
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JimStar wrote:
zboog wrote:it doesn't work with Octane right now
Wrong.
http://render.otoy.com/forum/viewtopic.php?f=28&t=41182
Youhou. I did not follow the updates, thanks Jimstar. I'll have a look tomorrow.
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ciboulot
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So.....

In fact, I read the message that TBFX wrote about the haircolorconnect. First of all, I am not sure to see how to use it.
Do I have to connect it instead or with the octane hair material. I am confused.

For the moment, what I did was to connect the glossy material to the hair material, and then apply an image texture to the specular. It does something to the hairs. But it is all random. I cannot control the color of the strands.

Moreover, I would like to control the color of the strands based on the color mesh.
As in: I have a Panda 3D model, with good UVs. I do my color texture to define the white and black parts of the panda. I would like this to drive the strands color, so that my hair reflects the actual Panda's colors.

Is it possible or am I missing something?
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TBFX
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ciboulot wrote:For the moment, what I did was to connect the glossy material to the hair material, and then apply an image texture to the specular. It does something to the hairs. But it is all random. I cannot control the color of the strands.

Moreover, I would like to control the color of the strands based on the color mesh.
As in: I have a Panda 3D model, with good UVs. I do my color texture to define the white and black parts of the panda. I would like this to drive the strands color, so that my hair reflects the actual Panda's colors.
At the moment there is no way in Octane for Maya to control hair colour like this. I don't think it is a restriction of octane as I've seen this done in some other plugin threads however so far only paint effects based hair (maya hair, nHair or PFX stokes) has been implemented in the Maya plugin and PFX itself doesn't support colouring of individual strands in this way so I think that is probably a limitation unless JimStar is able to implement maya fur, xGen, yeti or shave and a haircut in the octane for Maya plugin. I'd certainly like some more options for creating hair in Maya when rendering with octane.

T.
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ciboulot
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Hey TBFX,

thanks for your answer. I did some test and I may have found a way to do what I wanted. Follow on this one.

1. I connect the hair color node from the PFX shape to the entry 'hair color connect' of a empty image texture.
2. Then I connect this empty image texture to the idffuse slot of my glossy shader
3. I connect the glossy shader to the 'hair material' of the PFX shape
4. Then I paint with Maya my PFX hair color, directly on the model.

So far it seems to work. Does it seem like something that might work to you? I really count on your amazing experience on Octane...
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TBFX
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ciboulot wrote:Hey TBFX,

thanks for your answer. I did some test and I may have found a way to do what I wanted. Follow on this one.

1. I connect the hair color node from the PFX shape to the entry 'hair color connect' of a empty image texture.
2. Then I connect this empty image texture to the idffuse slot of my glossy shader
3. I connect the glossy shader to the 'hair material' of the PFX shape
4. Then I paint with Maya my PFX hair color, directly on the model.

So far it seems to work. Does it seem like something that might work to you? I really count on your amazing experience on Octane...
Hmm interesting, and it renders as expected? When I tried just mapping a texture to the diffuse slot it picked up the colours but in a random way per strand. I'll have a play sometime but unfortunately my time on Octane right now is severely limited.

T.
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zboog
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Hey JimStar,
Is there an Octane for Maya 2.0 help file or manual? Because I would never have known about the way Octane supports Maya hair unless I had read through all of the forum and that seems like an inefficient way to become a master of OforM, which I'm aiming to be eventually.

I do see a v1.2 manual for the plugin, but it doesn't have anything about hair.

I know you probably read complaints every time you come to the forum, but I also want to say how excited I am about Octane and I'm jumping for joy at everything you implement with the Maya plugin.

Sincerely,
Zboog
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