gary Posted January 14, 2022 Share Posted January 14, 2022 Hi Guys, Hope everyone's doing well! I'm having a bad hair day! Can you advise on settings or processes I need to use to get the best from my hair cards for long hair. If I make the albedo black I'm getting ok results. However anything other than black and I'm getting a lot of artifacts. I've attached a Blender screengrab and Unigine grab for your reference. Link to comment
silent Posted January 14, 2022 Share Posted January 14, 2022 gary I'm afraid only manual polygon sorting from model pivot can help there, so a custom FBX / OBJ processing is required before saving to the .mesh file for such kind of objects. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
gary Posted January 14, 2022 Author Share Posted January 14, 2022 Thanks Silent, I don't understand what you mean by sorting from model pivot? If I figure this out are you saying Unigine can give me the correct results? Link to comment
silent Posted January 14, 2022 Share Posted January 14, 2022 Only if you will do a custom import on your side and save mesh with sorted polygons in the order that will not give you artifacts. I'm afraid out of the box we don't have an algorithm for the polygon sorting that would fit hair strands rendering. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted January 14, 2022 Share Posted January 14, 2022 (edited) I once did that in 3dsmax. The way it worked was, when you attach objects to one another, it basically increments the lets say "render order". So say you have plane0. then you attach plane 1 then you attach plane 2 aso. The "render order" is 0 (first) 1 2 3 4 (last). In a hairy situation you would have 4 as the outer hair layer. I am not sure if it still works like that (I dont use 3ds max any more) but you get the idea ;) That works well with clearly constant separate layer orders. Problematix starts when you have objects not in that system (e.g. cutting geometry). In your case it could work as desired, but you must not use 2sided I guess, otherwise the backside of the cylinderical shape is rendered over the inner one. Best. Werner Edited January 14, 2022 by werner.poetzelberger Link to comment
gary Posted January 25, 2022 Author Share Posted January 25, 2022 Cheers Werner I'll take a look at that! Link to comment
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