Page 2 of 2

Re: hair...still can not render?

Posted: Thu Nov 06, 2014 7:26 pm
by face
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

Re: hair...still can not render?

Posted: Sat Nov 08, 2014 5:39 am
by e880291
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))

Re: hair...still can not render?

Posted: Sat Nov 08, 2014 9:15 am
by face
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 675 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