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WilliamVaughan
06-08-2006, 03:14 AM
Displaced Totoro (LW9)

I can't get enough play time in LW9. It's 4 AM and I cant pull my self away from the displacement tests I've been doing. Here is one of teh results that I think looks pretty cool.

Werner
06-08-2006, 03:34 AM
Looking good proton. How about a screengrab of your nodal setup?

WilliamVaughan
06-08-2006, 04:01 AM
I wanna tweak it a bit tomorrow then I will post flow. Here is update.

nlightuk
06-08-2006, 06:06 AM
Interesting texture on the displacement.

How many polys did it end up being? Are you getting managable render times with this technique? Or is it a still-only option with the setup(s) you've found?

WilliamVaughan
06-08-2006, 10:21 AM
1.3 millions polys....and with one distant light it renders in 8-13 seconds. With a large area light and some point lights it takes about 1-3 minutes with Enhanced High AA and the like.

koryhz
06-08-2006, 11:06 AM
cool.
things are looking good. I can't wait till I understand the nodals a bit better.
there are somethigs I just can't quite get yet.

WilliamVaughan
06-08-2006, 01:17 PM
2.7 Million Polys:eek:

nlightuk
06-08-2006, 01:42 PM
1.3 millions polys....and with one distant light it renders in 8-13 seconds. With a large area light and some point lights it takes about 1-3 minutes with Enhanced High AA and the like.

VERY manageable ;) Thanks for the feedback

WilliamVaughan
06-08-2006, 02:18 PM
Here is a 2.2 million poly LW 9 logo:

nlightuk
06-08-2006, 03:49 PM
Cool! A Lightwave Logo plushy! Can we expect these to be available in the NT marketing range soon? ;)

WilliamVaughan
06-08-2006, 10:06 PM
even better fur on Totoro

connerh
06-08-2006, 10:25 PM
Now apply Sketch...

WilliamVaughan
06-09-2006, 03:48 PM
update

DragonFist
06-09-2006, 04:04 PM
God, I love this. Hoping this kinda thing is a workable tool in animation cause really could use fur and hair solutions. Sas doesn't do it for me. At least not enough to shell out the $ asked for it.

This use of APS is showing promice though.

WilliamVaughan
06-09-2006, 04:37 PM
here is a simple furball with nodes for you to start with. Try different procedurals for different looks.

Looking forward to seeing what you guys create.

Lamont
06-09-2006, 04:44 PM
hahaha, my kid loves Totoro ^_^!!!

Nice one Proton!

Joscci
06-09-2006, 05:05 PM
That is awesome! It looks great -- just like fur -- or pretty darn close to it!

Cheers.

warrenwc
06-09-2006, 11:57 PM
Thanks for the example!
Looking at these really helps understand the procedure.:beerchug:

Carm3D
06-10-2006, 01:00 AM
Looking forward to seeing what you guys create.

Here's a neat effect...

WilliamVaughan
06-10-2006, 02:18 AM
Whoa....gotta figure that one out....lots of possible alien life there :)

WilliamVaughan
06-10-2006, 02:19 AM
morph maps rock!

evenflcw
06-10-2006, 09:00 AM
Carm, Proton, the fur is great but those last two are awsome!

I must say I find it hard to believe that those curly things Carm is showing could be LW and I really can't understand how the displacement for that would work. If that's all displacement then that's some friggin powerful displacements!

Cool stuff guys! Thanks for showing!

nlightuk
06-10-2006, 09:27 AM
Awesome stuff...I love it!

Gonna have to find some time to play a bit more with this. Have been distracted by other things recently.

WilliamVaughan
06-10-2006, 11:58 AM
1 minute setup time :)

WilliamVaughan
06-10-2006, 12:09 PM
with morphs

Carm3D
06-10-2006, 12:38 PM
Hehe.. Guys don't pull your hair out trying to figure that image out.... It's an impossible image. I was just pulling your leg. I used MeshPaint.

:neener:

Hehe.. Sorry. :)

WilliamVaughan
06-10-2006, 12:41 PM
What a punk :P

I owe you one...

But...I wouldnt say impossible. I had many people tell me that the fur displacement wasnt possible. There could just be a way to pull this off with displacements.

Did I mention that your a punk :twak:

Carm3D
06-10-2006, 12:48 PM
:hat:

Well I suppose it could be possible to get something similar to this effect if you displaced it to make the spikes.. export the transformed model, then displaced it again.. But that would be a huge model. :lol:

evenflcw, Trust your instincts.. They serve you well. :)

WilliamVaughan
06-10-2006, 12:49 PM
I'm going to give it a go without saving a mesh out....you never know :)

Carm3D
06-10-2006, 01:00 PM
Maybe if LW had a displacement stack it could be possible. A list that the user can build, specifying the order of when things are done.. Like:

Bones
Displacement
Displacement

Actually this would be good for a future feature.. From my experimentation, it's impossible to do normal displacement AND FXMetaLink at the same time.

WilliamVaughan
06-10-2006, 01:13 PM
mwuhahaha....

Here is a quick test of the geometry being displaced up and then I'm bending it....I'm going to try and twirl it like in your example :)

Carm3D
06-10-2006, 01:28 PM
Impressive.. Would that work on a curved surface?

WilliamVaughan
06-10-2006, 01:36 PM
yup...cuz it is based off the normal (using Spot)

As soon as I get a twist in it like you have I'll apply it to a character....

never say never :)

evenflcw
06-10-2006, 02:00 PM
Carm, very evil of you!

Proton, sweeet!

I acctually didn't doubt what Carm did that much. I remember the early renderings Tesselator showed at Spinquad when Nodal wasn't yet part of LW9. Just hooking up the crust node directly into the displacement input showed some mindboggling displacements.

I wonder if this kind of displacements might turn out to be one of LWs strenght over the more common subpixel-normaldisplacement pipeline. Anyone know if those other softs can displace in this "non-linear" fashion?

WilliamVaughan
06-10-2006, 02:07 PM
on a curved surface...still pushing forward on the twirl...no luck yet...

WilliamVaughan
06-10-2006, 02:40 PM
still working at it

WilliamVaughan
06-10-2006, 02:57 PM
got side tracked but thought this was kinda cool

WilliamVaughan
06-10-2006, 03:03 PM
Feathers Maybe?

I like the overlapping (but not intersecting) setup here.

mav3rick
06-10-2006, 04:41 PM
hey proton this looks cooooll
now do some pixar birds:)

warrenwc
06-10-2006, 05:34 PM
Still tweaking but getting close;

WilliamVaughan
06-10-2006, 05:36 PM
looking cool!

warrenwc
06-10-2006, 05:46 PM
Close as I can get for now.

WilliamVaughan
06-10-2006, 06:54 PM
looks pretty good...amazing what you can do!

WilliamVaughan
06-10-2006, 08:34 PM
had to try it on Jack!

WilliamVaughan
06-10-2006, 08:52 PM
Fur Crazy!

PixelNations
06-10-2006, 09:18 PM
Wow, imagine that. Full fur inside LW and fully render engine aware and not a kludgy post process like Sasquatch!

Absolutely brilliant research, Proton!

Carm3D
06-10-2006, 09:45 PM
Crikey! How many polys is that dog at render time? How much memory does it use?

As kludgy as Sasquatch is, the ability to use fur guides probably gives alot more freedom than displacement-based hair. I'm speaking of dynamics and styling of course.

wacom
06-10-2006, 11:05 PM
Hey this one will work with any kind of light and shadow though! Plus you could even use AO on it etc.

But yeah...how much RAM?

WilliamVaughan
06-11-2006, 12:03 AM
Full Jack Render....a few areas I'd like to tweak but overall I'm quite pleased. Without ray traced shadows I'm looking at 1-2 minutes for rendering. With Ray traced Shadows on it jumps much higher top 12-20 minutes on my GoBoxx (Laptop).

That's for 2 million polys Classic High AA. Ray Trace shadows really cranks up render times but I havcent even started playing with APS which means I can reduce polys and rendertime and get the same look with much lower render times.

Right now it is Subdividing the polys we dont see just as much....I plan on using APS to only subdivide what I need to see at the higher levels.

oh yeah...and I gotta re texture the freakin nose...just left it defualt :P

Weepul
06-11-2006, 12:27 AM
What would shadow maps do in a case like this?

WilliamVaughan
06-11-2006, 12:31 AM
not sure but I'm willing to test :)

WilliamVaughan
06-11-2006, 12:49 AM
I wanted to make it a bit more ruff....I think it gives him more character....plus I shaved 1/2 million polys off :)

WilliamVaughan
06-11-2006, 01:41 AM
Using Shadow maps cut more then 5 Minutes off rendertime :)

DragonFist
06-11-2006, 01:48 AM
*Drools*:bowdown:

Kuzey
06-11-2006, 04:15 AM
Wonderful..killer work!!

Hey Proton, how about adding some lighter highlights to the fur, at the moment the texture has that sameness all over look.

:thumbsup: :dance:

Kuzey

Carm3D
06-11-2006, 04:25 AM
Ya.. Needs SSS.

mav3rick
06-11-2006, 05:54 AM
now this rocks:) if i just had lw 9 last year when i was doin this kind of work for my client.. they wanted pixer birds like feathers...

DragonFist
06-11-2006, 06:51 AM
Just my attempt at it.

Model's not finished (note the absence of eyes for example) but I thought the fur came out okay for a 2m 12s render at 720x486. I had a lot better looking one that was 1.5mil polies that took 7+mins to render but I wanted to try at animating it. This one is 388,425 polies.

It's raytraced with backdrop radiosity. I used two gradients for APS. One was on facing angle that was 0 for facing polies and -1 for non-facing polies. The other was a distance for camera that was additive to the first pushing 4 per poly subdivisions for 0', 3 for 32' and 1 at 200'.

t4d
06-11-2006, 08:11 AM
nice trick but only half there, needs SSS and a gradient working off the displacement height on the dif and spec channels to bring it home

Can post a exsample but it's not LW.

mav3rick
06-11-2006, 08:54 AM
than dont spoil the fun

translucenty would give more i think....

WilliamVaughan
06-11-2006, 09:30 AM
Wonderful..killer work!!

Hey Proton, how about adding some lighter highlights to the fur, at the moment the texture has that sameness all over look.

:thumbsup: :dance:

Kuzey


Still in the early stages. I wanted to get the fur right with displacement before I moved to surfacing much. Now that I have teh fur I want I can soend some time on the surfacing.

I'll keep you guys upodated with test renders.

WCameron
06-11-2006, 10:39 AM
can this be used with weightmaps (or vertex or even UV's) to control thickness or even baldness in specified areas?

- Will.

WilliamVaughan
06-11-2006, 10:53 AM
yes...that is what is going on with the Totoro and Jack samples. Things like the Nose have zero disp and around teh eyes and other areas have very little. The Sammy Stash samples are the same thing.

WilliamVaughan
06-11-2006, 12:08 PM
Update to the surface. A Chat with James Willmott this morn set me straight. The Spec really brings out the richness I think.

That's my boy!

WCameron
06-11-2006, 12:24 PM
Fantastic!

- Will.

WilliamVaughan
06-11-2006, 12:51 PM
I still like the last one better but here is a test playing with fur length. The last one is more like Jack but thought I post this one to show how you can change the length easily with weight values :)

Off to play with the real Jack!

DragonFist
06-11-2006, 02:46 PM
How are your bending the fibers and controling direction. I can't seem to figure that out.

Joscci
06-11-2006, 03:06 PM
Incredible stuff -- the result's pretty amazing! ;)

Thanks for sharing this with us. :thumbsup:

DragonFist
06-11-2006, 03:40 PM
Posted an anim my furry cat in my "My first Rig" thread:

http://www.newtek.com/forums/showthread.php?p=394485#post394485

While my current rig animation skills are only slightly better than my nunchaku skills (i.e. I am learning to rig and haven't even touched a pair of nunchaku outside of a store), I think the fur looks good moving even at a realitively low poly count which is what I was testing.

tyrot
06-11-2006, 04:13 PM
dear proton

what can i say..? LW 9 has a fur system now? So after this thread LW9 reviewers will directly copy and paste jack's screenshots into their reviews and say
"well With LW 9 you can get your fur...dammn it how do they come up with that!!!"

Can someone post a grass screenshots? A field covered with grass? That was something totally unexpected..

Thanks for unleashing the hidden gems. Best update is coming ..

BEST

DragonFist
06-11-2006, 04:30 PM
A couple of other shots.

The one on the left use per polygon level and resulted in a 8m30s render. It is the superior one as far as image quality. The one on the right used pixels per polygon and while there are areas that not as good such as the feet, it took 3m30s.

dalecampbelljr
06-11-2006, 11:37 PM
morph maps rock!

Wow! Proton how did you do this? screenshots and settings please!

http://www.newtek.com/forums/showthread.php?t=52089&page=2
small child with almost military style hair cut?

DragonFist
06-12-2006, 01:46 AM
I'm starting to get somewhere on that. Check out these two screenshots. Should get you going in the right direction. At least I think that I am headed in the right direction and you would be following me.

Let's hope I'm not lost. :D

HowardM
06-12-2006, 06:41 AM
kickarse guys!
so is the softness a MB trick?
this displacement will work with Fprime? :)

Kuzey
06-12-2006, 07:37 AM
OOOooooo.....This is really magnificent!!!

Ok next question is can you use it to make hair, for human/toon characters :D

looking forward to seeing more!!


:D

Kuzey

WilliamVaughan
06-12-2006, 10:45 AM
Go thru this thread to see flows and we have also uploaded sample scenes:
http://www.spinquad.com/forums/showthread.php?t=12453&page=1&pp=15

the community is really going to town with this stuff!

WilliamVaughan
06-12-2006, 11:00 AM
here is a simple node flow to show the flow and how it is done.

DragonFist
06-12-2006, 11:13 PM
I still have a fair amount of tweaking to do on this (if you can estimate tweaking time; I'm not sure that is actually possible) but I have to go out so I thought I would post what I have so far. I think it is coming along.

Kuzey
06-13-2006, 05:27 AM
Go thru this thread to see flows and we have also uploaded sample scenes:
http://www.spinquad.com/forums/showthread.php?t=12453&page=1&pp=15

the community is really going to town with this stuff!


Wonderful, but you or someone should make hair on an actual character before LW9 ships....it would really be a power punch in promoting LW9.

If you know what I mean... :thumbsup:

Ahhh...I'd love to play with the scenes but I can't run LW9 on my iBook (too old).

I'll just have to view all the awesome images produced in LW9 for now!!

ps....many thanks for doing these tests.

Kuzey

DragonFist
06-13-2006, 06:53 AM
Alright, gotta go to bed, LOL!

One more. I think it looks a lot better but I think more can be done. The tail needs work. I am trying for a puffy tail but can't figure how to get it dense enough. So far, nothin's worked. I also haven't really figured out truly bending the hairs. But the effect, especially on the main body, has come out really nice. Even has some "gravity" to it.

What would be cool, is that if, once we get this all figured out, someone writes a plug-in or node that makes puts all the needed controls in one place and somewhat automates them. Anyhow, I am dreaming and haven't even hit the sack. Wife's gonna be tiffed over me not coming to bed sooner.

Well, here it is:

DragonFist
06-13-2006, 07:16 AM
Okay, didn't go to bed. Had to see if dithered MB and more AA would do the trick on the tail. Pretty much did but took 25min as opposed to 7min to render. Here it is:

WilliamVaughan
06-13-2006, 11:41 AM
Dynamic Fur :)

http://www.spinquad.com/forums/showthread.php?p=134767#post134767

wacom
06-13-2006, 02:53 PM
Those are looking really good- I see a plug-in node with a bit more control coming from this. Very cool and getting "closer" by the second!

ShawnStovall
06-13-2006, 03:48 PM
Proton, do you have any control over the v9 content disk(s)? If so could you put a displace-hair model in their?

DragonFist
06-13-2006, 05:49 PM
My mangy cat deformed by bones :D

tyrot
06-13-2006, 08:06 PM
dear dragonfist

this cat is start to get in my mind. I m starting to freak out here. I have seen monsters, zbrushed evil, but this cat (mangy) one of the most twisted thing i have seen for a while..
It means..i love it. but it is freaking me out....

for sometime i m looking at it...it is really twisted..(or i m twisted)

BEST

WilliamVaughan
06-13-2006, 08:18 PM
new examples

http://www.spinquad.com/forums/showthread.php?p=134858#post134858

mav3rick
06-14-2006, 05:26 AM
proton what i can say
u re crazy:)
newtek created monster:) as always:)

DragonFist
06-14-2006, 08:35 AM
Tyrot, hehe, thanks. Though, I have to say, it wasn't planned. Just playing with this stuff and I got that. But whatever works :thumbsup:

Here my attempt at long hair.

I am finding that the longer the normals are displaced, the longer the render time. Not a big deal. Way around that, just an observation.

ShawnStovall
06-14-2006, 11:03 AM
You could probably use a weight map on the top of the head to make the hair on top shorter then the hair in back.

WilliamVaughan
06-14-2006, 11:12 AM
yes you can....and you can have the weight value go over 100% as well :)

there is so much to experiment with...lots of fun IMHO!

DragonFist
06-14-2006, 04:31 PM
Proton, earlier you posted a pick in which you bent the hair. I have not been figure the out for my life. Every single attempt to do so always results in the displacement being straight along the normal in a straight manner, not bending. What am I missing?

Weepul
06-14-2006, 04:48 PM
There are multiple ways you can set up the vectors for bent hair - the basic concept is to have a different amount of sideways displacement depending on how "far" it's being displaced, that is, the value of the displacement texture that's making the individual hairs...

For it to work, your object has to be subdivided heavily enough for there to be several polygons per extruded "hair", otherwise there won't be enough geometry for a strand to bend. I find that you can actually have relatively large "hairs" (more like thin tentacles) and they'll still end up looking fuzzy after rendering with sufficient AA/motion blur. That way you don't need as heavy a division level (the "hairs" are large enough).

faulknermano
06-15-2006, 01:42 AM
Wow, imagine that. Full fur inside LW and fully render engine aware and not a kludgy post process like Sasquatch!

Absolutely brilliant research, Proton!

actually, i saw this technique being executed by dave jerard many many years ago.

EDIT: more accurately, dave jerard used motionblurred displacements to achieve a furry effect.

wacom
06-15-2006, 03:13 AM
I've used MB for quite a bit! I hope NewTek keeps the "old school" blur in when and if they "upgrade" the MB because I simply can't re-create so many of the same effects in other packages.

DragonFist
06-15-2006, 05:30 AM
What would be great is a node or other tool that makes it possible to control the direction of the normal based on different things like a selected polygon a la Sas, or a reference object like a null or the object's axis (rather than the polygon's axis which is what it seems to do now. And I don't think these things are impossible either. Hoping to see some bright programmer type do just that once LW9 is released.

*Pete*
06-15-2006, 06:50 AM
would be cool if it was possible to exclude objects from AA and MB settings, or even better, define the AA and MB settings on a per object basis, so that you could have motion blurred fur in a scene where the rest of the objects will not be re-rendered so many times/at all needlessly only to get the right amount of AA for the furry object.

in certain scenes it could be a huge timesaver.


also i hope that some genious makes a nice and easy to use plugin to get the fur effect easier.

wp_capozzi
06-15-2006, 10:39 AM
Hello,

I wasn't sure what to think yesterday when I first viewed this technique. After playing around with it for a day, I like the possibilities quite a bit. Borrowing from the things that were established, I hooked up a null with set driven key to control the direction of the hair chunks and animated it a bit to try for dynamics. I have yet to make it controllable with cloth dynamics, not sure if it's possible, but that would be a nice step ahead to be able to do that. Making the strands lag and bend in multiple directions might be a good thing too, like for flexible hair or snake-like tentacles. I will be playing with it some more. I hope others run with the idea and find more possiblities. Thanks to Proton and everyone for showing this technique.

Regards,
Bill C.

colkai
06-15-2006, 01:22 PM
Nothing fancy, but here's my test object / scenes for anyone who wants to play around.
Not exactly cutting edge tests, but it'll give you something to start with for those who haven't got around to looking at it. :)

jameswillmott
06-15-2006, 06:25 PM
also i hope that some genious makes a nice and easy to use plugin to get the fur effect easier.

In all fairness, it's pretty easy as it is!!

DragonFist
06-16-2006, 12:25 AM
In all fairness, it's pretty easy as it is!!

I don't completely disagree with you there, but there it certainly could use an "interface" to make things more intuitive.

WilliamVaughan
06-16-2006, 11:16 AM
cuz I can....here is an animation test with Jack

Small Compressed Full walk and run:

Jack Walkrun (ftp://ftp.newtek.com/pub/LightWave/LW9/jackfur_small.mov)

339kb


Walking loop very little compression:

Jack Walk Loop (ftp://ftp.newtek.com/pub/LightWave/LW9/jackfur_walk.mov)

5mb

I still want to tweak it but "I" feel this is production ready and I'm already in the process of using it on my new toy commercial for Play along Toys :)

Earl
06-16-2006, 11:45 AM
Looks great! I can definately see this being used in certain instances instead of Saslite.

mav3rick
06-16-2006, 05:39 PM
proton great just pay attention to ik popup ... other than that it looks nice

WilliamVaughan
06-16-2006, 07:29 PM
I'll go back and have a look.

*Pete*
06-17-2006, 02:34 AM
In all fairness, it's pretty easy as it is!!

oh, it is.....as long you want your fur straight, but if you want fur as sas-lite/sasquatch offers, you need to be a math genious, ive seen some great aps fur on spinquad forums that is drooping and all...but it is pretty complicated and doesnt seem to be very controllable.


but, if LW9 gives us great looking aps fur now, im sure a plugin will be done for easier and more advanced fur in no time.

mav3rick
06-17-2006, 02:48 AM
proton yea front right reg pop in knee area for one frame but i must say a great walk loop u did... nice to see back more into char anim!

WilliamVaughan
06-17-2006, 10:03 AM
oh, it is.....as long you want your fur straight, but if you want fur as sas-lite/sasquatch offers, you need to be a math genious, ive seen some great aps fur on spinquad forums that is drooping and all...but it is pretty complicated and doesnt seem to be very controllable.


but, if LW9 gives us great looking aps fur now, im sure a plugin will be done for easier and more advanced fur in no time.


Use a morph map to control fur direction...no math needed...just move the points in the direction you want the fur to go.

pixelranger
06-17-2006, 10:41 AM
*Pete*: The drooping fur is actually very easy to set up using a morph. As for a plugin or something to offer advanced fur properties through easy setup of APS, I think it's a bad starting point to begin with. There isn't anything called aps fur. Newtek has given us a feature called aps and a feature called nodes which also can be used to define the amount and directions of displacement. It evidently gives us a million ways to solve different problems, but I'd say that even though it makes for a good solution where you would need short hair surrounded by a volumetric atmosphere or in a glass house or seen through a pair of glasses it's not as good a fake as, say, post processed fiber simulation like Sasquatch or other dedicated hair/fur plugins.
The displaced hairs are too difficult to get to curl, twirl, not to mention have simulated weight and collisions. For that a multimillion displacement setup is definately not the best starting point. But I have to say that Protons examples are great both from an artistic point of view and also very enlightening conserning aps's technical flexibility. APS seems to be the answer to the displacement needs we have been having since our machines became able to handle large amounts of polys during rendering.

ercaxus
06-17-2006, 01:30 PM
If only there was a multi displacement + multi subdivision stack in lw and an option to do some bevels in between somewhere :bowdown:
I tried morphed position with bones no luck yet. In order to bend the displacement (hair in this case) more controls are needed.

*Pete*
06-17-2006, 03:32 PM
Proton: ah, thanks..i thought it was done by nodes :screwy:

Pixelranger: i know that sasquatch gives better quality and is easier to use, BUT..as i understand it will newer (?) work with Fprime, but it is very likely that you will be able to use APS to create a fur of a near sasquatch quality that actually will render in FPrime.

that is the only reason id like to see some sort of plugin that will take care of the node connecting for us users and instead provide a simple "fur/hair" menu such as the one in sasquatch/saslite...to speed things up for a function that might get used very often (for grass, hair, fur and so on).

pooby
06-17-2006, 04:15 PM
Fprime works with display subpatch level, so won't be able to use APS (as far as I know unless updates change this)

lots
06-17-2006, 04:54 PM
Here's my go at this technique. It is pretty fun to play with. Albiet, ram hungry :)

colkai
06-18-2006, 03:34 AM
Here's my go at this technique. It is pretty fun to play with. Albiet, ram hungry :)
Dat's nice. :)

lilrayray77
06-18-2006, 07:25 AM
that really looks pretty realistic.

WilliamVaughan
06-18-2006, 10:32 AM
love the test! Would love to see it on a character.

lots
06-19-2006, 08:34 AM
Be nice :P this char wasn't ever intended to have hair :)

The hair needs a bit of work, I need to finish styling it for example (I can adjust the shape and what not, but not clumping or droop, though weepul had some pretty good examples on spinquad I may try.. Havn't quite got there yet :))

A few problems with this image. First, the hair has quite a bit of spec on the tips from some angles, as seen by those white dots :P, second I left a gradient on while I was rendering, and the lower y axis hair is grey rather than the brown the rest of it is :) I had meant to do this from the roots, but it was late when I rendered, so I didnt bother fixing it.. went to bed insted :P And lastly there's a slight oddness around the ear.. Simple fix really, as I just have to adjust the morph for the shape of the hair in that area...

wp_capozzi
06-19-2006, 05:26 PM
Had a few more minutes to play with fur and hair. I'm liking it quite a bit so far. I'm noticing a random procedural texture glitch or jump sometimes when doing animations. Anyone else getting nervous hair when animating?

Here's a zipped quicktime h.264 short sample animation. It's based on the morph technique in Proton's fur video. I might try a scale jitter instead of a rotation on the next one. Has anyone had results doing it that way?

Thanks,
Bill C.

marble_sheep
06-19-2006, 09:18 PM
Hey all, I've finally found a couple spare minutes to start playing with the displacement features in 9, so I thought I'd throw my bit in here :)

I wanted to try a test with radiosity, so here ya go...

518,400 polys at render, 8 mins with Monte Carlo HDRI lighting. I can't wait to dive deeper into these posibilities! :thumbsup: :newtek:

WilliamVaughan
06-19-2006, 09:52 PM
impressive tests guys!

lilrayray77
06-19-2006, 10:19 PM
This really beats saslite! I'd like to see some animated hair. Perhaps someone shaking a full head of hair? Anyone want to give it a go?

Kuzey
06-20-2006, 05:32 AM
Wonderful!!!


I sure hope there is a section on this in the manual :dance:


Kuzey

lots
06-20-2006, 04:23 PM
Well keep in mind that this is just one application of APS and displacement. There are many more things that you can do with node based displacements that have not even been touched yet (i bet).

I'd imagine the manual will cover the usage of these tools and cover a few possible uses for them (APS hair/fur, rock formations, etc.)

DragonFist
06-22-2006, 08:54 AM
Some more resent work on my cat's fur:

DragonFist
06-22-2006, 11:50 AM
This one took a bit more time to render but I think it's pretty nice.

MooseDog
06-22-2006, 11:57 AM
spinquad lawn:D

i'd like to improve the grass strands as it's looking kinda furry now. for a not so close shot of a lawn though, it would work pretty well imho.

WilliamVaughan
06-22-2006, 12:00 PM
spinquad lawn:D

i'd like to improve the grass strands as it's looking kinda furry now. for a not so close shot of a lawn though, it would work pretty well imho.

nice!

Rikturscale
06-22-2006, 11:10 PM
My first attempt.

http://i63.photobucket.com/albums/h142/Rikturscale/hair003copy.jpg


Proton. I saw an example of you animating the tips without the base. Can you let us know how that was set up, Or if you already have, link us to it?

WilliamVaughan
06-23-2006, 12:01 AM
I'll put a tut together asap.

Rikturscale
06-23-2006, 01:21 AM
I'll put a tut together asap.


Thank you

ShawnStovall
06-26-2006, 12:34 PM
Perhaps, in the next few versions of 9.x or X, their will be an option to add dynamics to just the deformed part of the object and not the rest

WilliamVaughan
06-26-2006, 12:45 PM
you can do that now. USe vertex maps.

wp_capozzi
06-26-2006, 03:10 PM
Can you use that technique to automatically apply cloth or soft dynamics to hairs? That would be nice.
Seen in an earlier attempt, I was able to make the hairs move by using set driven key and keyframing a null to change node parameters, but motion wasn't recognized when dynamics were applied to the null. I tried a few things like cloth and soft dynamics, and the jolt plugin, but non of the motion would transfer to the hairs. Bouncy hairs from dynamics would be quite nice.

Regards,
Bill C.

Stooch
07-01-2006, 07:55 PM
My mangy cat deformed by bones :D

hahahah looks like a traffic accident survivor.

Stooch
07-01-2006, 08:00 PM
cuz I can....here is an animation test with Jack

Small Compressed Full walk and run:

Jack Walkrun (ftp://ftp.newtek.com/pub/LightWave/LW9/jackfur_small.mov)

339kb


Walking loop very little compression:

Jack Walk Loop (ftp://ftp.newtek.com/pub/LightWave/LW9/jackfur_walk.mov)

5mb

I still want to tweak it but "I" feel this is production ready and I'm already in the process of using it on my new toy commercial for Play along Toys :)

i think the animation of the feet lifting off the ground have too much attack. id slow them down a bit.

DragonFist
07-01-2006, 08:16 PM
hahahah looks like a traffic accident survivor.

Hehe, yeah, I know. I have made some real progress on it though. :D

DragonFist
07-03-2006, 04:54 PM
Back to animating. I got it down to 2m42sec per frame which to me is an animatable rendering time. A short anim is attached and I think it is looking pretty good.

DragonFist
07-03-2006, 11:02 PM
Made a zipped version since some seem to not like rar.

T-Light
07-05-2006, 02:40 AM
Love the cat DragonFist, which codec are you using for the anim? I can't play it.

DragonFist
07-05-2006, 05:44 AM
3ivx D4 which I believe is an older version of Divx. For some reason the newer version kept giving me a "can't create stream" message.

Pavlov
07-05-2006, 06:09 AM
Stooch,
your avatar is terribly intriguing, can you show the full pic at higher rez ?

Paolo

T-Light
07-05-2006, 08:32 AM
DragonFist-
3ivx D4 which I believe is an older version of Divx
Cheers :thumbsup:

DragonFist
07-05-2006, 04:38 PM
No Problemo. Let me know what you think. :D

Edit: Though let me point out that my purpose wasn't perfection of animation but to test how the fur looked in motion.

Rikturscale
02-26-2007, 07:06 PM
Perhaps, in the next few versions of 9.x or X, their will be an option to add dynamics to just the deformed part of the object and not the rest

you can do that now. USe vertex maps.

How?