Blender HAIR for Lux

Discussion related to the 'LuxBlend' Blender 2.4+ python exporter script.

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Re: Blender HAIR for Lux

Postby Dade » Wed Nov 18, 2009 11:45 am



Done, the cone shape accepts a new optional parameter: "float radius2". For instance:

Shape "cone" "float radius" [1.0] "float radius2" [0.5] "float height" [1.0]

An rendering example:

test.png
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Re: Blender HAIR for Lux

Postby jeanphi » Wed Nov 18, 2009 11:49 am

Hi,

Thanks for the new cone option. However since we don't have CSG operations, if you try to render transparent hair, you'll have some strange behaviour at junctions.

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Re: Blender HAIR for Lux

Postby jensverwiebe » Wed Nov 18, 2009 12:08 pm

Hi Dade

Nice work, however, don´t we need an additional " cap ends"-function then ?

Jens
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Re: Blender HAIR for Lux

Postby Dade » Wed Nov 18, 2009 12:40 pm

jensverwiebe wrote:Nice work, however, don´t we need an additional " cap ends"-function then ?


The "height" parameter just define the distance between the 2 caps in the case "radius" and "radius2" parameters are used. It means you can use the new cone shape exactly like cylinder but with 2 "radius" parameters (lower and upper circle) instead of one.
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Re: Blender HAIR for Lux

Postby jensverwiebe » Wed Nov 18, 2009 1:11 pm

Dade
Maybe we misunderstood each other.

I meant the cone must be closed at he ends, even if it don´t has radius2 == 0

Is this possible too ? Can read it out of the code neither your answer.
Was it what you meant by "exactly like cylinder" ?
Just asked myself cause your example shows hollow shape.
If not, how will a hair end then, for it does not end as a spike ?

Jens
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Re: Blender HAIR for Lux

Postby sandos » Wed Nov 18, 2009 3:18 pm

Or use spheres for capping ends?
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Re: Blender HAIR for Lux

Postby Dade » Wed Nov 18, 2009 3:27 pm

sandos wrote:Or use spheres for capping ends?


Yup, Jens, aren't you using a sphere at each cylinder start/end ? Can't you do the same for cones ?
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Re: Blender HAIR for Lux

Postby jeanphi » Thu Nov 19, 2009 3:01 am

Hi,

Or you can add a disk shape at each end, that's what a capping end feature would do anyway.
EDIT: long term, we'll need a real primitive for hairs, otherwise we won't be able to use them to model optic fiber style objects

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Re: Blender HAIR for Lux

Postby psychotron » Thu Nov 19, 2009 9:09 am

this would be great addition to lux... and with SSS propably in future v0.7
organic feasts :D
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Re: Blender HAIR for Lux

Postby jromang » Sat Jan 30, 2010 5:26 pm

There is a paper that could help here : http://www.rhythm.com/~ivan/pdfs/gi98.pdf
Found it there : http://www.rhythm.com/~ivan/hairRender.html
;)
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