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I’ve been playing with a lot of different hair workflows lately and found that ZBrush’s Fibermesh is good for making shaped, long hair, where this can be difficult to do with plug-ins like Shave and a Haircut or Yeti. Many people use hand-drawn guide curves with a Maya hair system and there is a good tutorial for that here. But I am using straight OBJ output from ZBrush’s Fibermesh and converting it to renderable curves with this Python script for Maya. The reason you want to do this is because faceted polygons will face in one direction and give you an unrealistic reflection while a renderable curve will more accurately imitate a round hair. So, here is a quick rundown of how you get your polygonal Fibermesh into Maya for use with V-Ray:
The nice thing about that script is that it lets you pick a threshold, so if you use a ton of hairs in ZBrush, you can set the conversion threshold to 0.5 so you only make half the curves. If you have too few curves even at 1.0, try using the linked workflow above to use the hair system approach to fill in spaces between the guide curves instead. You’ll want to use a much lower threshold for that though, since it is really slow to generate with a lot of curves. I had to do just that workflow in my example above. Here is the 1:1 fibermesh conversion:
It’s too sparse (and my hair is too thick).
and a 0.1 ratio curve conversion from the Fibermesh with a hair system applied and 28 hairs per clump assigned in the hairSystemShape1 settings:
Still needs work, but obviously it’s a lot closer already. Thanks to Roman Lapaev for the script link.
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