the sweep locks it – if you can’t use a null to move along the spline then rotate the rectangle in that (my quick test didn’t look promising but I didn’t have much time) then you might need to prebuild the shape you want then reveal it with a boole (or texture alpha or something)
in 3D terms that’s a very easy way, typically you’d want to make it more complex (chunks of the ground break up and out, particles for dust etc, etc) but that’s not necessary, your way is simple and direct. What kind of effect are you going for?
if you want something other than each spline in the group being swept in order (like it would with that setup) you would definitely need to go with something else – not something I know (or currently remember), hopefully someone does.
January 28, 2018 at 7:42 pm
in reply to: Mirror hair
interactive render only shows some of the hair (guides?) but you should be seeing something, can you post the scene or a simple example with your same setup.
I would use a Connect object in a single sweep (with the circle spline) and drop the spline groups into the Connector’s ‘Objects’ slot rather than putting the groups under the connector
it should do what you want, it looks like (second picture) that the vertexes are not quite close enough to weld. Assuming the symmetry is at 0,0,0 then the vertexes at the seam should be at 0 in X (it looks like X)
yes, you can but the fog falloff is a lot harder to control since you only have a distance parameter (which is distance from camera) and I don’t think you could get the tighter falloff needed. Give it a try though
the sky can be a physical sky or a regular sky with the right texture (or even a sphere) though the physical sky has much better haze/fog control so I’d try that to start. The water “fog” could be more of a problem if a volumetric fog was used but it looks like that could be done with nothing more than a ‘bottom’ texture that fades to blue in the right space for the camera alignment.