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G3D
04-29-2008, 01:05 PM
I am working on a simulation of flipping hair via Sasquatch. I'm getting very close to the right look using polygonal (2 point polys) hair guides, but I'm finding that the Sasquatch fibers guided a little too much by the poly hair guides, especially near the ends of the strands. Tried many settings to free them up but nothing seems to work. Is there a way to make them deviate more, maybe with a map of some sort?
Thanks in advance

Eugeny
05-01-2008, 10:16 AM
Usually the "Fiber Divisions" help on this, u can also smooth the hairs on strands with "Spline Smoothing" (found on the "Long Hair section").

Pamela G. Juust
07-02-2008, 01:42 PM
oki. hey everyone. my first post around here.
i have a problem with sasquatch and since this thread is quite appropriateley named i'll just throw it in here.

i'm working on an animation project. about birds. i found a great tutorial online that shows how to use sasquatch for feathers and everything looked awesome before i started to animate the bird. i rigged it and set it up in a pose and tried a testrender. after the shadow map calculation LW crashes (lightwave has to be closed for an unexpected error or smth like that) every time i render. now, i'm almost sure that the problem is caused by sasquatch, but i'm clueless on how to fix it. the rig uses bones, sasquatch consists of one layer with lots of tweaking and mucho use of weightmaps.

here's a still of some feather-test. (not exactly feathers, but i think something like that works for the cartoony style i'm going for)

http://img165.imageshack.us/img165/9249/linnuke007sc3.jpg

Eugeny
07-02-2008, 03:09 PM
Try to troubleshoot by disabling/enabling some futures.
Ones i had the same problem and solved it by scanning animated character with MD_Scan and using that scanned data with non rigged character (which is today the normal way to render animated characters for me). Ones i have constant crashes with sas because of heavy usage of weight maps (character had 50 or something maps for bones and 10-15 maps for sas), solved that problem by switching from weight maps to uv maps with black and white images to control sas - that was painfully).
So sasquatch really inconsistent on his behavior and really hard to solve remotely.
Hope these tips will help you.
B.t.w. cool bird :)

Pamela G. Juust
07-03-2008, 05:14 AM
i think i found the problem and a solution.
it's rather strange actually, i had cranked the display subpatch level of the mesh down to 1 so it would be easier on my computer. now i tried to switch it back to 3 before rendering and everything works. it's still strange, i mean i would understand if i had lowered the render subpatch level, but display subpatch level should have no effect on renders. anyway, i'm glad this worked out.
has anyone else experienced something like this or could give some kind of explanation why is it like this?

btw thanks for your reply Eugeny ; )

Dodgy
07-03-2008, 05:27 AM
I think it was something that came in with the Adaptive subdivision. Now Sas has to have the render level the same as the display level to work correctly, I think.