hair & fur and (micro)dispacement

Feature requests, bug reports and related discussion
StompinTom
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Post by StompinTom » Sat Jun 02, 2007 4:27 pm

suvakas wrote:
StompinTom wrote:Indigo first needs something that resembles particles for Blender's particles to be useful. as of yet Indigo doesnt have a particle system of any sort so exporting Blender particles would be useless.
Why useless? I can export particles from 3ds max and they render out fine most of the time :roll:
what do they render as?
im just reacting to people being like 'i wish you could export this and that' to things that right now dont have a counterpart in Indigo is all. its like trying to translate a word that doesnt exist in another language.

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Kram1032
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Post by Kram1032 » Sat Jun 02, 2007 7:57 pm

you can export particles as meshs...
That may work in some situations, but definately not in every one.

Fur/Hair may come out quite nice ;)

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suvakas
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Post by suvakas » Sat Jun 02, 2007 8:29 pm

Kram1032 wrote:you can export particles as meshs...
What they should be then? Not meshes? Aren't they always meshes? Even a single sided particle is a mesh 8)

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Kram1032
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Post by Kram1032 » Sun Jun 03, 2007 12:29 am

That was meant as answer for StompinTom ;)
what do you render as?
Last edited by Kram1032 on Sun Jun 03, 2007 2:39 am, edited 1 time in total.

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suvakas
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Post by suvakas » Sun Jun 03, 2007 12:40 am

gotcha, sry :)

StompinTom
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Post by StompinTom » Mon Jun 04, 2007 5:58 am

Kram1032 wrote:you can export particles as meshs...
That may work in some situations, but definately not in every one.

Fur/Hair may come out quite nice ;)
theres already support for dupliverts then. i havent caught up on all the new features in 2.44, but is it possible to convert particle hairs into meshes yet?

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Kram1032
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Post by Kram1032 » Mon Jun 04, 2007 6:10 am

yes, someone found an linked a phyton-script for that...
Don't ask me, who, or where you can find that script.

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dougal2
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Post by dougal2 » Mon Jun 04, 2007 6:44 am

an example:
Image

Code: Select all

# Converts particles into a mesh with edges for strands
from Blender import Scene, Mathutils, Effect, Mesh, Object
scn= Scene.GetCurrent()
ob= scn.getActiveObject()
me= Mesh.New()
     
effects= Effect.Get()
for eff in effects:
    for p in eff.getParticlesLoc():
        # p is either a vector or a list of vectors. me.verts.extend() will deal with either
        print p
        me.verts.extend(p)
     
        if type(p)==list: # Are we a strand or a pair, then add edges.
            if len(p)>1:
                edges= [(i, i+1) for i in range(len(me.verts)-len(p), len(me.verts)-1)]
                me.edges.extend( edges )
     
print len(me.verts)
ob= Object.New('Mesh')
ob.link(me)
scn.link(ob)
here's how to run it - select your particale system and...

Image

I did this back with 0.6 and it took forever to load+render. I gave up.

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Kram1032
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Post by Kram1032 » Mon Jun 04, 2007 6:50 am

maybe, you should rerender it with 0.8 and SSS :D

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carbon
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Post by carbon » Mon Jun 04, 2007 8:58 am

i know that script, but what you get is single line of joined verts, does indigo render this kind of object? or did you something that we don't know???

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dougal2
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Post by dougal2 » Mon Jun 04, 2007 9:04 am

carbon wrote:i know that script, but what you get is single line of joined verts, does indigo render this kind of object? or did you something that we don't know???
i may have extruded those lines into (very very narrow) planes or boxes as well ;)

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carbon
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Post by carbon » Mon Jun 04, 2007 9:36 am

as i thought :) but this is bad for sss, etc, everything where normals are important :(

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dougal2
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Post by dougal2 » Mon Jun 04, 2007 9:41 am

you know about the magical CTRL-N don't you?

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carbon
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Post by carbon » Mon Jun 04, 2007 10:00 am

yes, of course.. so, you extruded edge than region.. how many MB was xml??

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dougal2
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Post by dougal2 » Mon Jun 04, 2007 8:11 pm

114 mb

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