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  • Hair on a long winding road

    Posted by Michael Goldberg on June 3, 2009 at 3:33 pm

    Hi,
    I’m creating a scene of a bike traveling down a long winding road, and want to use hair to create the grass on either side. I’ve created a long sweep nurbs for the road, and another for the grass. I can’t reasonably put hair on the whole path, and expect it to render this month. I’m thinking that there might be a way to identify sections (maybe poly selection sets) and tell C4D to only render the set if it’s in the camera’s view, or have the different sets toggle on and off based on where the camera is. Can anyone suggest how I might do this?
    Mike

    Brian Jones replied 17 years, 3 months ago 2 Members · 3 Replies
  • 3 Replies
  • Brian Jones

    June 4, 2009 at 12:16 am

    Check out the Culling settings in the Hair Object – also simplify the hair as much as possible (fewer segments etc)

  • Michael Goldberg

    June 4, 2009 at 6:24 pm

    Brian, Thx,
    This seems to be exactly what I need, but when I turn on culling (I’ve tried both distance and offscreen), it doesn’t really reduce the render time at all. It still seems to calculate the hairs, even though they won’t be displayed. It doesn’t seem to be buying me anything.

    Mike

  • Brian Jones

    June 4, 2009 at 7:59 pm

    I see a difference in testing but maybe the setup is good for it (if your camera sees the entire road it won’t cull anything using offscreen).

    Otherwise the only thing that crossed my mind is to cut the road up into chunks (or by doing selection sets) and adding a Hair Object to each chunk then use Xpresso to Enable them depending on the distance from the camera. Combine that with Offscreen culling (to not render the one’s you’ve gone by). Depends on the setup, how much of the road we see at any one time.

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