Adam Trachtenberg
Forum Replies Created
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I was actually talking about the Hair Render effect. When you open up the render settings dialogue you should see it on the left side and it should have a check mark by it. If not that’s why it’s not rendering.
The texture problem you’re having is probably because you’re using relative rather than absolute texture paths. When you load a bitmap into a material a dialogue pops up asking if you want to copy it to the document location. If you say yes, Cinema doesn’t keep track of where the bitmap came from. You can fix it by saving the new file and dragging copying tex directory from the original scene directory into the new scene directory (or by setting texture paths in prefs, or by manually reloading all the bitmaps).
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Add a “stick texture” tag to the object.
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Hard to say from that description. I’d check render settings and make sure the hair effect is still enabled. Otherwise, try copying your scene contents and pasting into a new scene. Maybe something got corrupted.
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I don’t think there’s any difference between using a sphere primitive (with “render perfect” enabled) and using a single point.
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First, I would restrict the hair to the polygons that you want populated. The density map essentially culls hairs that aren’t in the white areas of the map, but you still have to generate enough hairs for the entire object in order to get sufficient density in the zone you specifiy with the map.
The texture or bitmap goes in the Hair object’s Hairs>Growth>Density slot. It’s going to use UVW mapping assigned to the object that’s growing the hair. I think the best way to go about it is to use BodyPaint to create the density map.
Easiest way to do that is to select the BP painting layout, select the object that will be growing the hair (the plane) and then run the paint setup wizard (tools menu). Select black as the background color. When you’re done with the wizard, paint the areas where you want hair white and save the texture. Then load the texture into the hair object’s density slot. You won’t see the effect until you render.
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That is curious — not sure if it’s a bug or limitation.
You’ll have to use scene motion blur if you want to do it in Cinema. Slow, but better quality.
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Yeah, I wish I could remember his name. He was a former engineer at Boeing and he was always coming up with clever ideas like that. Karl something….
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Right-click>make editable.
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If you’re using a deformer you can restrict it’s influence with a restriction tag, which references a vertex tax on the mesh that’s being deformed. Can’t comment on ATS because I don’t have it.
You could also use normal or subpolygon displacement to create the waves, in which case you could limit the effect by overlaying a gradient on top of the noise used to create them in a Fusion or Layer shader.
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Yes, that’s why they call it the “modeling” axis. 😉
Switch to the axis tool if you want to move the axis in object mode, or use the Axis Center function.