Re: [Req] Please add back hair primitive support
Posted: Thu Jul 31, 2014 7:46 am
It can be done per object.
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via max script by selecting every node and export to several million splines as a new object and wait forever?j7th wrote:It can be done per object.
you can hide (or temporary disable Hair and Fur modifier) other objects and export to dra-per object, and keep trace to source INode for get material via Paramblock, also we need tweek the algorythm for instanced modifiersKarba wrote:via max script by selecting every node and export to several million splines as a new object and wait forever?j7th wrote:It can be done per object.
Any idea, how to do this without node selecting but by INode* pointer?
That is not how it suppose to work. Especially if it is interactive mode.j7th wrote:you can hide other objects and export to dra-per object, and keep trace to source INode for get material via ParamblockKarba wrote:via max script by selecting every node and export to several million splines as a new object and wait forever?j7th wrote:It can be done per object.
Any idea, how to do this without node selecting but by INode* pointer?
Interactive shading should be enough, it may work if Octane SDK support hairs as organized structure (many splines as single node, with single pointer)...Karba wrote: That is not how it suppose to work. Especially if it is interactive mode.