After suggestions from
omnitechnomancer, I gave the SVN version of Blender and it's new particle system another shot. And...
Well let me put it this way. It took seven crashes of Blender before I got the particle systems hacked and gutted down to the point where I could just get a render of anykind out of it.
There's just too many problems with the system so far. The horrendous memory useage and crashing is obviously the first. The second is the dual user interface... having to wipe out all your particle tweaks so you can adjust something like the curl or the normals of the particle is seriously annoying. The third is how the child particles do not seem to correlate correctly with the parents and the object they're emitting from. In other words, the children are either staying way too close and clumped to the parent, or they're spread all over the place away from the parent. This is why the fur on her face looks so frigging horrendous... because I couldn't selectively place parents and children and subsequently "groom" them into something that didn't look scary and weird. Making a simple cube hairy or getting hair or facial fuzz on a head is well within the system's capacity, but for something as complicated as full-body fur... it needs work.
On the bright side, it's a much better concept than the particle system in the stable version, and does things intuitively that you'd expect static particles to do. Like assume the color of the material it's emitted from. The "grooming" system as a concept is kick-ass, and will be wonderful to work with. Once they get it working right.
If I sat down and tweaked and fiddled and played around with it, saving after every tweak and running a test render to test for a Blender crash, I could probably eventually get a nice, furry Honeybun model. I don't forsee me having the patience for that though.
phantomgraph showed me a tutorial on making hair using flat planes and semi-transparent hair images with bump maps, which is a concept I knew about but never really planned on playing with much. I might think about giving that a shot... though I'm not sure if I can use it for full body fur. Maybe for some fuzz around select areas.
omnitechnomancer, I gave the SVN version of Blender and it's new particle system another shot. And...Well let me put it this way. It took seven crashes of Blender before I got the particle systems hacked and gutted down to the point where I could just get a render of anykind out of it.
There's just too many problems with the system so far. The horrendous memory useage and crashing is obviously the first. The second is the dual user interface... having to wipe out all your particle tweaks so you can adjust something like the curl or the normals of the particle is seriously annoying. The third is how the child particles do not seem to correlate correctly with the parents and the object they're emitting from. In other words, the children are either staying way too close and clumped to the parent, or they're spread all over the place away from the parent. This is why the fur on her face looks so frigging horrendous... because I couldn't selectively place parents and children and subsequently "groom" them into something that didn't look scary and weird. Making a simple cube hairy or getting hair or facial fuzz on a head is well within the system's capacity, but for something as complicated as full-body fur... it needs work.
On the bright side, it's a much better concept than the particle system in the stable version, and does things intuitively that you'd expect static particles to do. Like assume the color of the material it's emitted from. The "grooming" system as a concept is kick-ass, and will be wonderful to work with. Once they get it working right.
If I sat down and tweaked and fiddled and played around with it, saving after every tweak and running a test render to test for a Blender crash, I could probably eventually get a nice, furry Honeybun model. I don't forsee me having the patience for that though.
phantomgraph showed me a tutorial on making hair using flat planes and semi-transparent hair images with bump maps, which is a concept I knew about but never really planned on playing with much. I might think about giving that a shot... though I'm not sure if I can use it for full body fur. Maybe for some fuzz around select areas.
Category Artwork (Digital) / Miscellaneous
Species Rabbit / Hare
Size 600 x 769px
File Size 194 kB
um the alphaed planes has been the traditional way of doing fur AFIK. the other problem is that the lighting on the fur goes and makes everything look like its glowing!! I'll take a look and see if there is any waw to get it looking at all good with the children set in parent emmisssion mode. will probably look a lot better if you increase the radius. also when the peach stuff comes out soon we can take a look at their things to see how they did it. but we cant render any of those unless i find a 64 bit OS to install and somebody lets me install it
I'd heard the "peach" word being tossed around on the forums when I was looking for clues on how to use the new system, but it didn't occur to me to google it until now. And... wow. Obviously yes, the new system can produce full body fur. Now it's a matter of figuring out how they did it.
I might try a different svn build, see if that makes a difference.
The glowing of the fur is probably because I have three hemi lights around and behind her, which I was using to get a cleaner ambient bake job than the one you get with ao, but as it turned out all I had to do was clean up the ao by hand in PSP and it looks fine.
I tried adding hair in edit mode, but you get that problem I was talking about... the children don't line up with the parents, they go all over the place. But that might be a problem due to my setup, or... hell who knows? But after seeing some of those peach sample images, I'd really like to be able to do this.
I might try a different svn build, see if that makes a difference.
The glowing of the fur is probably because I have three hemi lights around and behind her, which I was using to get a cleaner ambient bake job than the one you get with ao, but as it turned out all I had to do was clean up the ao by hand in PSP and it looks fine.
I tried adding hair in edit mode, but you get that problem I was talking about... the children don't line up with the parents, they go all over the place. But that might be a problem due to my setup, or... hell who knows? But after seeing some of those peach sample images, I'd really like to be able to do this.
I've been mucking around with translucent planes and stuff. A furry wookie or one of my friends characters just to see how it works and how much computational time it takes.
I do intend on scribbling up a tutorial on how to make hair in Blender and I thought a full creature with fur would be a great example. I'll keep you all informed as to my progress when I start the experiment!
I do intend on scribbling up a tutorial on how to make hair in Blender and I thought a full creature with fur would be a great example. I'll keep you all informed as to my progress when I start the experiment!
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