Coloring Strands (Point Advection & Hair Shading)

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  • เผยแพร่เมื่อ 6 ต.ค. 2024

ความคิดเห็น • 21

  • @CosmicAnteater
    @CosmicAnteater 3 ปีที่แล้ว +2

    I know this video is quite old, but I had a question. I'm trying to render this using Octane but I can't get it to look stringy as shown in the video. It ends up looking almost like it's made up of sheets of paper. It looks correct in Mantra however. I was just wondering if there's a quick way to get it working in Octane? Thanks!

  • @jeyko666
    @jeyko666 4 ปีที่แล้ว +1

    amazing!

  • @raasukk4419
    @raasukk4419 3 ปีที่แล้ว

    Love this technique, in what way would it be easiset so simulate it? Im guessing with a solver?

    • @Entagma
      @Entagma  3 ปีที่แล้ว +4

      Yes, a SOP-solver or for hair-like behavior the vellum solver. Cheers, Mo

  • @yousefyaghoobi282
    @yousefyaghoobi282 3 ปีที่แล้ว +1

    how can i colorize these lines by theirs trail length?
    i want them to be black at the start and the whine in the other end

    • @Entagma
      @Entagma  3 ปีที่แล้ว +3

      You can user the measure SOP to calculate their perimeter then feed that into a color SOP to color the trails. To make them whine however you have to disappoint them first. Cheers, Mo

  • @JuxtaposedJinx
    @JuxtaposedJinx 4 ปีที่แล้ว

    Awesome tutorials, love the way you teach. However, I am having trouble finding surfaceModel (baseN & coatN) to make the ribbons round in Houdini 17.5. I tried replacing (baseN&coatN) principaleshadercore 1 with hair normal, not getting the desired result. Thank you!

    • @IvanIvanov-ll9jc
      @IvanIvanov-ll9jc 4 ปีที่แล้ว +1

      Actually you have to use the classic shader (ex mantra surface), then in the material context you'll see both baseN & coatN as promoted parameters so you don't have to dive inside the shader.

    • @samueleb.6739
      @samueleb.6739 4 ปีที่แล้ว

      @@IvanIvanov-ll9jc Thanks for the answer, I had that same question in another video.

    • @TheMrchuck89
      @TheMrchuck89 4 ปีที่แล้ว

      @@IvanIvanov-ll9jc When I set the material in the obj using a classic shader, the entire structure became white, am I forgetting something?

    • @IvanIvanov-ll9jc
      @IvanIvanov-ll9jc 4 ปีที่แล้ว

      @@TheMrchuck89 my uneducated guess is that you either have some normals issue or you have to promote the Cd attribute from points to primitives (open the geometry spreadsheet and see what are the Cd values in both points and primitives)

    • @TheMrchuck89
      @TheMrchuck89 4 ปีที่แล้ว

      @@IvanIvanov-ll9jc thanks for your reply I just fixed by applying a principle shader instead of a classic shader, which I got the idea from the doughnut tutorial. I think that works. I am just rendering to check if that works in the same way. Thanks for your reply.

  • @edh615
    @edh615 4 ปีที่แล้ว

    Cannot find primitive attribute 'name', binding volume as 'density'. The trails don't appear, any idea?

    • @zephyrmann
      @zephyrmann 4 ปีที่แล้ว

      make sure you changed the volume type from "Scalar" to "Vector" and added the name "vel". see around 3:50

  • @Kasztany976
    @Kasztany976 3 ปีที่แล้ว

    Can I animate this ? Like offset or something?

    • @forton615
      @forton615 2 ปีที่แล้ว

      You can animate the length in the trail volume node.

  • @daviidranlv1324
    @daviidranlv1324 4 ปีที่แล้ว

    How would you do this with Redshift?

    • @Entagma
      @Entagma  4 ปีที่แล้ว +2

      Heyhey,
      you'd write out the color attribute to points, then use a point attribute lookup in a redshift material builder to read the colors into said shader :)
      Cheers, Mo