HAIR with transp texture.

Announcements, requests and support regarding the Blender Indigo export script
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tibicen
Posts: 26
Joined: Tue Sep 04, 2007 10:50 pm

HAIR with transp texture.

Post by tibicen » Tue Mar 25, 2008 5:41 am

Hi all, how would you do hair in blender-indigo? Quite realistic?

I was thinking about manu subsurfed planes ( something like nurbus surface) with hair texture, prepared like grass in grass tutorial, any ideas how to do this texture, because i have done only one god texture, i'm noob in this.

Maybe i shoud drawn it on my own?

Vanessa07
Posts: 312
Joined: Mon Sep 24, 2007 11:17 pm
Location: Suisse

Post by Vanessa07 » Tue Mar 25, 2008 6:17 am

I don't think it's the best way.. too difficult :?

Maybe I should use blender 2.46 RC with the hair tool

http://blenderclan.tuxfamily.org/html/m ... 59&forum=7

Here you can find video presenting this new tool. For the mat, I should use a blended from diffuse or phong to null, using a blend map. I don't know how these particuls works exactly, don't know if it works with indigo :(

tibicen
Posts: 26
Joined: Tue Sep 04, 2007 10:50 pm

Post by tibicen » Tue Mar 25, 2008 6:34 am

But particles, does't work with Indigo, right?

Vanessa07
Posts: 312
Joined: Mon Sep 24, 2007 11:17 pm
Location: Suisse

Post by Vanessa07 » Tue Mar 25, 2008 8:16 am

Yes but you can convert particul in mesh, with "alt c", don't realy know if it works, I just supposed it will :)

Some members created hairs, search forum :wink:

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Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Tue Mar 25, 2008 9:38 pm

the problem with that conversion is, that you only get vertices or edges, no faces. you'll need to take the whole mesh and extrude it a bit, so that you get volume-hair...

tibicen
Posts: 26
Joined: Tue Sep 04, 2007 10:50 pm

Post by tibicen » Tue Mar 25, 2008 10:03 pm

I gets only verticles, no edges...

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Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Tue Mar 25, 2008 10:07 pm

oh well......
then, you have to do even more work...

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)
try this python script... it should convert particle-hair to edges....
though, I've no idea, whether it works with the new particle system...

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