[Sidefx-houdini-list] furry holidays

zoran arizanovic zoran.arizanovic at gmail.com
Wed Jan 2 12:14:48 EST 2008


thank you jeff for all this info
i will try to use it for  millions  of soft hairs:)
z

On Jan 2, 2008 4:42 PM, <jeff at sidefx.com> wrote:

> And a bit more info.
>
> The default Fur Procedural (added in the Material as a Mantra Fur
> Procedural SHOP) will use a cvex shader in the manner described below: It
> passes in each point of each procedurally generated curve so you can work
> on it.
>
> As for writing the actual cvex shader, I either use VOPs (for quick and
> dirty) or write one with vex code and compile in the SOP context. I use
> the SOP context and test on actual curve geometry in SOPs. The exact same
> thing is happening at render time. Even more technical, writing a Mantra
> procedural (with c++) uses the same code constructs as that for SOPs. When
> dealing with Mantra procedurals, I treat it as SOPs.
>
> With that now understood, you can create your SOP VOP network, test and
> approve on the resultant curves from a Fur SOP. The Mantra Fur Procedural
> generates the identical curves just millions of them if you want. ;)
>
> Next write the SOP vop code to disk. In the line that says "surface",
> change that to "cvex". Now compile on the command line with
>
>    vcc my_fur_cvex.vfl
>
> This will compile a cvex shader. If you are on Windows, please use Wordpad
> to edit the .vfl file generated from the SOP VOP network. Textpad adds
> 1970's DOS return characters. I prefer vim and you should seriously look
> in to cream as your next text editor (built on vim).
>
> Now all that is left to do is to reference this cvex shader in the Mantra
> Fur Procedural SHOP in your fur Material.
>
>
> -jeff
>
> > ok I will
> > thanks
> > z
> >
> > On Dec 30, 2007 12:47 AM, Andrew D Lyons <tstexture at gmail.com> wrote:
> >
> >> Try the H9 alpha forum...
> >>
> >> Cheers
> >>
> >> On 29/12/2007, zoran arizanovic <zoran.arizanovic at gmail.com> wrote:
> >> > thanks francois!
> >> > I havent found much either on odforce or in docs
> >> > z
> >> >
> >> > On Dec 29, 2007 3:20 PM, François Duchesneau <sidefx at trinix.ca>
> wrote:
> >> >
> >> > > I've haven't played with cvex really but here's what I know about
> >> it,
> >> > > hoping I'm not saying things wrong.
> >> > >
> >> > > You write your shader to give some frizz or whatever effect to your
> >> fur.
> >> > > Otherwise each fur simply interpolate from each guide fur on the
> >> > > primitive vertices. There's a unique number attribute per
> >> instantiated
> >> > > fur to help you create random function. You can also create and
> >> paint
> >> > > your own custom attribute and use them in the fur shader to control
> >> the
> >> > > intensitiy of whatever look you give to your fur.
> >> > >
> >> > > So basically the global shape of the fur is controlled from the
> >> guide
> >> > > curves and all the rest is in the shader. I wonder if there are not
> >> new
> >> > > tools of higher level in H9.1?
> >> > >
> >> > > Hope this help anyway!
> >> > >
> >> > > François
> >> > >
> >> > > zoran arizanovic wrote:
> >> > > > Hi
> >> > > > i have some time finnaly to look more into fur in h9
> >> > > > I am having troubles with it
> >> > > > could someone explain me about these cvex shaders
> >> > > > how do i create them and for what should I use them
> >> > > > thanks
> >> > > > and all the best to all on the list in 2008!
> >> > > >
> >> > > _______________________________________________
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> >> > >
> >> >
> >> >
> >> >
> >> > --
> >> > Zoran Arizanovic
> >> > http://arizanovic.blogspot.com/
> >> > _______________________________________________
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> >> >
> >>
> >>
> >> --
> >> ======================================> Andrew D Lyons | Digital Artist
> >> | http://www.tstex.com
> >> ======================================>
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> >
> >
> >
> > --
> > Zoran Arizanovic
> > http://arizanovic.blogspot.com/
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-- 
Zoran Arizanovic
http://arizanovic.blogspot.com/



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