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Re: [Req] Please add back hair primitive support

Posted: Thu Jul 31, 2014 7:46 am
by j7th
It can be done per object.

Re: [Req] Please add back hair primitive support

Posted: Thu Jul 31, 2014 7:53 am
by Karba
j7th wrote:It can be done per object.
via max script by selecting every node and export to several million splines as a new object and wait forever?
Any idea, how to do this without node selecting but by INode* pointer?

Re: [Req] Please add back hair primitive support

Posted: Thu Jul 31, 2014 7:58 am
by j7th
Karba wrote:
j7th wrote:It can be done per object.
via max script by selecting every node and export to several million splines as a new object and wait forever?
Any idea, how to do this without node selecting but by INode* pointer?
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 modifiers

Re: [Req] Please add back hair primitive support

Posted: Thu Jul 31, 2014 8:05 am
by Karba
j7th wrote:
Karba wrote:
j7th wrote:It can be done per object.
via max script by selecting every node and export to several million splines as a new object and wait forever?
Any idea, how to do this without node selecting but by INode* pointer?
you can hide other objects and export to dra-per object, and keep trace to source INode for get material via Paramblock
That is not how it suppose to work. Especially if it is interactive mode.

Re: [Req] Please add back hair primitive support

Posted: Thu Jul 31, 2014 8:11 am
by j7th
Karba wrote: That is not how it suppose to work. Especially if it is interactive mode.
Interactive shading should be enough, it may work if Octane SDK support hairs as organized structure (many splines as single node, with single pointer)...