Hair test - hoping for a fillscreen build... (bellorum ;)

Hi,

I’ve been playing a bit with the new particle patch… but I can hardly say I got anything that looks like hair. So what’s wrong?
I need to make the hair become thinner as it goes on. How to do that?
I dont think an alpha anim has any influence on that.

Here’s what I’ve got with basic (not halo) textures
http://koti.mbnet.fi/falgor/questroom/showhow/hair-basic.jpg

and with halo, but you can’t get any shinyness with halo… :expressionless: you get the thinning though
http://koti.mbnet.fi/falgor/questroom/showhow/hair-halo.jpg

I haven’t tried it with dupliverts, because it isnt that issue here. I want to make hair with the new feature. I wish they’d given some help for those other pics at orange project’s blog… :expressionless:

If someone has indeed succeeded in creating the kinda hair we see at the blog (and not lost it, like msaward = microsoft award :wink: ?), please tell the rest of us how to do it.[/b]

well, i hope someone helps you out here. i posted this question in the Orange thread on News & Chat. but for some reason everyone is ignoring me. even when someone else mentioned my post.

maybe they want it to be a secret. or then those render are from 6 years ago :wink:

I can’t figure it out either =(

elitism sucks

Here is all I did…

Apply static particles to an object. Change all the setting until you get something you like. Then comes the texturing part. You can make the hairs curvy or mottled by using a ‘cloud’ noise texture in the 8th texture slot. (Make sure you set the texture setting in the bottom middle of the particle dialog to texture 8 as well) Uncheck any of the channels for that texture so it doesn’t color the particles. Then in the first texture channel, place a simple blend texturegoing from black to white. Assign this to the Alpha channel with the mode set to subtract. This will fade your hair out and make them look like they get smaller.

Here is a .blend sample. Not the best, but Im still learning… :slight_smile:
http://www.mwbi.org/hairdemo.blend

Hopefully that will get you started. IM sure others can produce better results.

Thanks, I think I tried that, but maybe I had no texture on the channel 8.
Or something. But why does there have to bo this texture on the 8’channel? It isnt blend… so it should affect the whole thing. :o :expressionless:
How did you get them so thick, though?

Well, the main thing is that it works :stuck_out_tongue:

In fact… I cant see any difference even if I changed the “8” to something else in the particle settings… :frowning:

http://koti.mbnet.fi/falgor/questroom/showhow/hair2.jpg

I guess some progress to some direction, at least the hair fades to the end… But I’d want it to start fading way ealrier…
Here’s the setting for the blend-texture

http://koti.mbnet.fi/falgor/questroom/showhow/setting.gif[/img]

whit the latest cvs choose map imput : “strands”

then use a color band that goes from (i.e.):

red (alpha100%)[position 0] ---------------red (alpha 0%)[position 1]

that’s all

You can use the 8th texture channel to control the direction the particles travel in. This is the method that people are using to achieve wirey, curly hairs.

I believe the reason that the 8th channel is used is because blender used to only have 8 texture channels. So it made sense to use the last one. When they added 2 more channels, they had to stick with channel 8 for the particles to retain backwards compatibility.

also, note that it helps to turn up the damping as well as the keys for curly hair.

yeah… more complicated than I thought.

you actually get better results and the correct hair color if you use “Multiply” intead of “Subtract”

http://img117.imageshack.us/img117/333/hair0sq.th.png

Thanks guys :stuck_out_tongue:
I’m getting the hang of it… as Modron said, you can add an alpha ipo to animate the alpha of the hair material so it fades the way you want it, even more than with the mere material/texture setting.

to make the hair taper off you animate the alpha in materials with a keyframe for full alpha at the beginning, another about 3-5 frames before the last frame that is the lifespan of your particles, and another at 0 alpha at the last frame of the lifespan of the particles. to make it wavy you put a texture in the 8th channel, like wood with ring noise, and designate it in the particle effect buttons.

here’s a test

no alpha animated materials

Here’s a new Build for those who want the fullscreen feature to their new hair/particle featured build http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=18 (NOT for Ati users!)

SORRY NOT TRUE, GONNA POST A LINK WHEN IT ACTUALLY IS A NEW BUILD