Forum Replies Created

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  • use a Sky object rather than a sphere around the car (with the same material you added to the sphere)

  • Brian Jones

    October 20, 2019 at 5:13 am in reply to: Particle emitter: re-starting renders?

    the editor is about speed it just takes whatever it has in a frame and is not accurate with breaks at all. Full render will calculate from the start to ensure accuracy which can take a while if you are restarting a long way in. It’s not necessary to cache the particles but it gets rid of the calculation phase at the start of each new render so if you are doing a bunch of starting and stopping it can be quicker to cache.

  • Brian Jones

    October 13, 2019 at 4:42 am in reply to: Irreversable hair changes

    Sounds interesting, unfortunately I’m out of town now until Wednesday, hope it goes well.

  • Brian Jones

    October 11, 2019 at 11:07 pm in reply to: How can I extrude a loft?

    I’d have to see a picture of what you want to do I’m lost at this point.

  • Brian Jones

    October 10, 2019 at 8:49 pm in reply to: Irreversable hair changes

    it doesn’t seem to, the hairs grow in an ‘area’ I think, so if hair count is the same distribution looks very similar if you grow hairs on a 20×20 plane or a 1×1 plane. The difference is the number of guides that get generated (at least by default) 4 as opposed to 400 but the hair looks the same, it’s just way more controllable due to the number of guides on the 20×20.
    With hairs it seems to be ignoring poly borders completely and just distributing evenly across the available surface. So if the area is limited by a poly selection the same number of hairs grows there, just way denser.

  • Brian Jones

    October 10, 2019 at 2:05 pm in reply to: Irreversable hair changes

    the image definitely look like thickness has not come back down, no experience there myself – the file could be interesting

    2. AFAIK the hairs grow in their assigned surface (constrained by selections if present) and guides just guide hairs within their influence. Tightening the roots in shouldn’t tighten where the hairs grow, I would try to use textures in the Length to control where it grows (assuming I’m understanding)

  • this is an ancient way to do it, this was made in R8.5 but I do not know who to credit for these

    13786_xraymaterialz.zip

  • more time than I thought… on 82 (sorta works) I get results if I increase the count to 1000, which makes sense since with surface the entire surface is covered by the count and the selection then enables (or hides the others I don’t know) the clones in that area only. That doesn’t seem to work with 81, don’t know why

  • Brian Jones

    October 6, 2019 at 8:41 pm in reply to: hair direction – what if I want -Z?

    hmm zero time at the moment to look at the file but based on description could you duplicate the object, invert normals for the hair but not render (compositing tag) and one with normal normals for render.

  • Brian Jones

    October 6, 2019 at 7:42 pm in reply to: hair direction – what if I want -Z?

    if the hair source is editable you can use the axis tools to make the Z go the direction you want and the hairs will follow

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