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Furry

Postby SATtva » Sat May 01, 2010 2:17 pm

This was supposed to be a hair export test. 30k particles, 8 segments each, around half a million objects, 5 hours rendering to about 1750 spp on MLT+Bidir (3+3 bounces) -- reaaaally slow.

furry.jpg
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Re: Furry

Postby TicTac » Sat May 01, 2010 6:37 pm

Lux can export particles now?
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Re: Furry

Postby Carbonflux » Sat May 01, 2010 7:16 pm

That looks great :D
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Re: Furry

Postby xray » Sat May 01, 2010 8:15 pm

Great to see lux with hair particles, and awesome lighting too :) good job.

I would be interest as well in the technique exporting the particles....

cheers
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Re: Furry

Postby rusted » Sun May 02, 2010 1:23 am

looks very good
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Re: Furry

Postby SATtva » Sun May 02, 2010 2:36 am

Thank you guys. :)

Yes, LuxBlend now supports hair export. First, you need to get the latest devel version (it should work well with Lux 0.7RC1) or wait a couple of days till Lux 0.7RC2 is out.

Second, configure particle system(s) in Blender as you normally do. Make sure particle visualization is set to Path, and rendering Material is switched to the appropriate material slot:
screen21.png
screen21.png (8.38 KiB) Viewed 6536 times

Third, configure hair material in LuxBlend. Pay attention to hair thickness parameter on the bottom of Materials tab. Any material should work except for the new volumetric glass: volume property doesn't get attached to particle objects. I can fix this of course, but the result will look ugly: currently hair are rendered in Lux using cylinder (for segments) and sphere (for joints) primitives, so you won't get a properly looking smooth hair tube, there will be visible joints.

If you need motion blur, don't forget to activate and configure it in LuxBlend. Motion blur should work on each particle, and is supposed to be very slow with huge hair systems.

Finally, export and render your scene as you normally do. I'll attach this furryball scene below if you'd like to take a look. Just raise the number of particles back to 30000 or any number you see fit (I've lowered it to make scene size reasonable).
Attachments
furryball.blend
Furryball testscene
(76.94 KiB) Downloaded 325 times
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Re: Furry

Postby SurfingAlien » Sun May 02, 2010 4:00 am

looks great SATtva!
and 5 hours is not that slow for such a scene (but I don't know what hardware you're using...)
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Re: Furry

Postby tomb » Sun May 02, 2010 4:21 am

TicTac wrote:Lux can export particles now?


Luxblend has been exporting particles in general for a long time - the new feature is hair particles.

@SATtva: nice demo :) but as you say, very very slow - perhaps a dedicated primitive would speed things up. But thats post 0.7 stuff I guess
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Re: Furry

Postby SATtva » Sun May 02, 2010 4:27 am

Tomb, sure. Post-0.7 is going to be very exciting. :D
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Re: Furry

Postby heretic » Thu May 06, 2010 4:52 pm

One question: Where does the hair derive its color from, when parent object is UV mapped/textured?

- from the UV texture pixel it emits from?
- "somewhere" from the UV texture?
- the vertex it emits from?
- "somewhere" of the face it emits from?
- the set diffuse color in lux?
- something else?
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