hair...still can not render?

Autodesk Softimage XSI (Developed by Face)
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

e880291 wrote:this is very cool

and I still have last two question(still the hair question)

even I use this way(use ICE make fur or hair)

how can I control the texture of all the skin(like...tiger or.Zebra),and the color map of root to tip? :D :D :D


thank you,Face
The particles or strands are only working with instance shapes.
This instances can have one uv texture which you can use to color the root to tip as example.
If the instance havent a texture, the ICE color is used. You can also read in a texture from the emitted mesh and use this to drive the ICE color value. So you can emulate a zebra look.
The combination of both isn´t possible because only one texture per mesh can be used with Octane.

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
e880291
Licensed Customer
Posts: 12
Joined: Mon Apr 08, 2013 3:30 am

This instances can have one uv texture which you can use to color the root to tip as example.
yes, I got it
If the instance havent a texture, the ICE color is used. You can also read in a texture from the emitted mesh and use this to drive the ICE color value. So you can emulate a zebra look.
I see the video link , but I don't understand how to bake the texture map from Ice (instance) to the *obj?
The combination of both isn´t possible because only one texture per mesh can be used with Octane.
I decide to give up the"color the root to tip "
but I stll needs the fur texture like tiger or zebra ....hahaha

thank you so much))
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

As example you create a grid, then apply a texture map on it via Property->Texture Map->XZ.
This can be used in the Render Tree and can read in into an ICE Tree like in the scene file below.
strands.zip
Softimage 2013 Scenefile
(275.65 KiB) Downloaded 669 times
Then apply an instance shape to it. This shape shouldn´t have a texture projection.
For performance and if you dont want to export it, you can hide the instance shape.

If you turbulize the strands, the instance shape should have the same subdivisions on y like the strandsegments -1.
The shape should also lie on 0,0,0.
Remember, more segments will increase the export time.

Hope this helps a little bit,
face
Attachments
strands.jpg
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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