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Re: Hair & fur won't work natively in some plugins...
Posted: Tue Apr 22, 2014 9:35 am
by Seekerfinder
face_off wrote:Seeker, Octane 2.0 is converting vertex splines (ie. a line of vertices rather than a polygon) into thing cylinder geometry for each strand.
Paul
And then scatters & randomizes them? Or does that need to get done in the host app?
Re: Hair & fur won't work natively in some plugins...
Posted: Tue Apr 22, 2014 9:45 am
by face_off
And then scatters & randomizes them? Or does that need to get done in the host app?
The host app needs to do that.
Hair Rendering = rendering strands of vertices as tubes/cylinders (Octane 2.0 supports this)
Fur Material/Shader = a material which generates stands on geometry (Octane 2.0 does not support this - but requires the plugins convert the fur material from the host app to strands which Octane 2.0 can render).
You are looking for a Fur Material/Shader - but Revit does not have one of these, nor Rhino.....Modo and Poser do.
Suggest you submit an enhancement request for a Fur Material/Shader to Otoy.
Paul
Re: Hair & fur won't work natively in some plugins...
Posted: Tue Apr 22, 2014 10:20 am
by Seekerfinder
face_off wrote:And then scatters & randomizes them? Or does that need to get done in the host app?
The host app needs to do that.
Hair Rendering = rendering strands of vertices as tubes/cylinders (Octane 2.0 supports this)
Fur Material/Shader = a material which generates stands on geometry (Octane 2.0 does not support this - but requires the plugins convert the fur material from the host app to strands which Octane 2.0 can render).
You are looking for a Fur Material/Shader - but Revit does not have one of these, nor Rhino.....Modo and Poser do.
Suggest you submit an enhancement request for a Fur Material/Shader to Otoy.
Paul
Thanks Paul, I think I finally get it. A bit disappointed though.
My original post in tread was an attempt to request that but it gets lost in the wind it seems. Thing is, many Octane users have the benefit of their host apps being more geared toward the 'hairy and furry' community - apes they be! - like Modo, Max, Maya etc. So they don't get when the typical architect's main software does not have a hair or fur creator, and it doesn't bug them.
Indigo Render can do this "The Procedural Grass tab allows you to easily add fully 3D grass to your scenes, simply by choosing the material(s) on which grass should be scattered (
http://www.indigorenderer.com/book/export/html/1239) and we know Maxwell can. This happens inside the renderer (Indigo is also GPU based).
I know. I shall write it in
cerise pink in the feature request forum. That'll get their attention!
Seeker
Re: Hair & fur won't work natively in some plugins...
Posted: Tue Apr 22, 2014 2:16 pm
by face_off
You can also use Displacement for simple grass.
Paul
Re: Hair & fur won't work natively in some plugins...
Posted: Tue Apr 22, 2014 3:10 pm
by kavorka
As an option, you could bring your model into Blender (a free open source program) and add your hair. Then just export the hair into Octane and apply it to your model
Re: Hair & fur won't work natively in some plugins...
Posted: Tue Apr 22, 2014 3:18 pm
by ROUBAL
@Seekerfinder : I was in the first 100 indigo purchasers and have a lifetime Indigo license, but I haven't used it for a long time as the exporter from Blender was very buggy at the time I discovered Octane, and so Octane became my main renderer in parallel with Cycles. Also, I have not enough time to master too many render engines.
For what I know about Indigo is that it is not actually GPU based. It is CPU based with GPU acceleration. I think that this structure may be slower, but more flexible in term of functionalities than a pure GPU based renderer.
So they don't get when the typical architect's main software does not have a hair or fur creator
Indeed, hair and fur are mostly for characters. As said previously, most architects use instances for grass, plants and trees with success and hair and fur are not their most needed features. I don't think so far that many pure architect requested for hair and fur.
I have understood that your software or plugin doesn't support instances, and obvioulsy you can want these features for many other reasons, but imho hair and fur are not typical tools usually required for architecture work, and that's the reason why they are not included in typical architect's main softwares !
If you are willing to do character animation or want to use hair and fur for vegetation (not the typical use though, and limited in that area) you might consider using Blender in parallel with your current software, or even switch to Blender (I say Blender as an example and because it is free and has a large helpful community).
Re: Hair & fur won't work natively in some plugins...
Posted: Tue Apr 22, 2014 3:53 pm
by Seekerfinder
Hi Roubal,
If anything I'd probably try Modo (I've always liked them) or Max (cough) since I own it as part of the Autodesk suite. But as you say, time is an issue and Sketchup and Revit keeps me plenty busy!
Paul,
I attempted a displacement test in 2.0. Can I post images here or will I be violating my beta NDA in any way?
Seeker
Re: Hair & fur won't work natively in some plugins...
Posted: Tue Apr 22, 2014 4:05 pm
by Daniel
Grass with displacement from the 2.0 for Lightwave thread:
http://render.otoy.com/forum/viewtopic. ... 10#p178908
Re: Hair & fur won't work natively in some plugins...
Posted: Tue Apr 22, 2014 4:15 pm
by Seekerfinder
Re: Hair & fur won't work natively in some plugins...
Posted: Wed Apr 23, 2014 7:49 am
by Seekerfinder
Guys,
Displacement is good enough for the majority of cases in my view for archviz exteriors. This is brilliant news and I am delighted!!
Thanks all for weighing in on this one!
Best,
Seeker