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furry rugg
Posted: Wed Dec 19, 2007 6:45 am
by _mats_
Hi everyone -
Another installment of my weekly questions here...
How would you get around creating a furry rug like this one? I tries Sas , but I realized its a post process and not "seen" by Kray.
I would need to make it with geometry, will any fiber generator render in Kray?
Any ideas? very much appreciated.
Matt -
Posted: Sun Dec 23, 2007 12:41 am
by acidarrow
Hmm you could give this a try with hypervoxels, although I'm not sure it can be done.
Posted: Sun Dec 23, 2007 3:28 am
by _mats_
Thanks Acid -
It will be very tough to achieve, I assume no fiber generator will render in Kray? I have saslite and it didnt work, but dont know about the rest
Posted: Sun Dec 23, 2007 1:40 pm
by bigstick
What about creating a clipmap and arraying it, the same way that people do with grass?
Posted: Sun Dec 23, 2007 7:56 pm
by acidarrow
If there is one fiber generator that does its generation volumetrically and is not a pixel filter, it should work.
I believe trueart was/is working on something like that, don't know if it is released.
Posted: Sun Dec 23, 2007 10:26 pm
by _mats_
thanks guys.
Bigstick, yes that might work I have done it once with "shreded edges" type rugs before kray and looked good, I will try this vertically in arrays like you said, that might work, thanks -
I will look into other vol. fiber generators, would be nice to get that curly look too
Posted: Mon Dec 24, 2007 2:36 pm
by sepo
So...does Kray support displacement mapping? Because this would be the way to do rugs and grass etc.
Posted: Mon Dec 24, 2007 3:11 pm
by silverlw
Kray supports bumpmapping, normalmapping and ordinary lw/kray displacementmapping but the thing we all wants is subpixeldisplacement wich is in pipeline of development.
Posted: Mon Dec 24, 2007 9:30 pm
by _mats_
glad to know subpixel disp is coming finally !
Posted: Tue Dec 25, 2007 3:18 am
by NiGMa
Silverlw wrote:Kray supports bumpmapping, normalmapping and ordinary lw/kray displacementmapping but the thing we all wants is subpixeldisplacement wich is in pipeline of development.
what? how is normal mapping supported? node?
Posted: Tue Dec 25, 2007 11:29 am
by silverlw
Yes afaik it's by node and it works
Posted: Thu Dec 27, 2007 11:16 pm
by Jahun
Does it?
I tried a nodal normal map on a character here and it works fine in Fprime and LW itself but Kray can't seem to get it rendered (either it just stalls rendering, or it gives a black band right where the specific character was)..
On LW 9.2 and Kray OB 6..
Posted: Thu Dec 27, 2007 11:59 pm
by acidarrow
LW 9.2 could be the culprit for this, although I'm not sure. I did a quick test right now, and normal mapping seems to work (although there was a dark triangle somewhere), although I'm not sure I did everything properly with certain settings it takes longer than it should. If you have a test scene with normal mapping that doesn't work, please share it.
Posted: Fri Dec 28, 2007 12:07 am
by Jahun
Hmm I can't share this one, since I am not allowed to share the object in question which has the normal map.
If you say it works for you, I'll try some other basic object later when I get the time.. if I still get issues I'd happily share that one... thanks!
Posted: Fri Jan 11, 2008 3:08 am
by _mats_
Answering my own question here in case anyone needs something similar
I solved this using point clone as someone mentioend in the NT forums, I did 4 quadrants and used the Kray clone, so its light in geometry, that worked.
slow rendering, but trying using filtered GI on that surface thanks to the new shader panel (super handy)
Matt -