well yes thats what I meant, by placing the shapes on the strands by topo
then you have more control. otherwise if its down to the render then is
hard to see if anything is wrong until later. perhaps there is a way to
'massage' the existing strands angles before sent to render but is hard to
repr
Hey Rob :)
Well, in viewport they are just ordinary strands (like a curve or a hair).
I do generate a geometry with PLND Deform By Strand, but that's a shame
because it's much heavier, and loose the power of putting 2000 strands if
desired :/
On Wed, Sep 30, 2015 at 10:51 AM, Rob Chapman wrote:
clutching at straws.. but if they are good in viewport and not at render
time could you not attempt to bake them into topology first?
On 30 September 2015 at 09:16, Olivier Jeannel
wrote:
> Will check the rotation idea, although I think I already checked while
> looking for the soluton in distr
Will check the rotation idea, although I think I already checked while
looking for the soluton in distress.
The temporary solution was to use PLND Deform By Strands with a grid, but
it's slow and I have many many strands in the scene, hopefully not all of
them have bugs (or noticeable bug).
And I'm
Yes already saw that a couple of times...
Sadly I think it's a renderer specific problem of the strand orientation.
Just to check, switch to mental Ray and you will see something different.
Giving a small rotation on a second axis should fix the problems.
Le mer. 30 sept. 2015 à 01:09, Sven Constab
Are you using mental ray? If so, try switching from scanline mode to raytrace
for primary rays (optimization tab). A shot in the dark though…
sven
From: softimage-boun...@listproc.autodesk.com
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