Does 3delight 10 pro renders fur ?

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thanks
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Yes, via curves. Check Chapter 5 of the 3Delight User's Manual:
Attribute “dice” “hair”
This attribute allows direct control over the tesselation in the u parametric direction
of curves. When set to 0, the width of the curve determines tesselation like other
primitives. When set to a greater value, it is taken as the number of micropolygons to
create in the u direction. A value of 1 is typically used to render hair.

Mats
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matsbt
Yes, via curves. Check Chapter 5 of the 3Delight User's Manual:
Attribute “dice” “hair”
This attribute allows direct control over the tesselation in the u parametric direction
of curves. When set to 0, the width of the curve determines tesselation like other
primitives. When set to a greater value, it is taken as the number of micropolygons to
create in the u direction. A value of 1 is typically used to render hair.

Mats

Thanks for reply Mat!
But I don't understand why 3Delight renders like my screenshot… :roll:
Do you know why?
thanks!
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No, but you could try the following:
You need to change the attributes in the RIB-file itself. Open the generated RIB-file in a text editor, or add the following lines to your rendermn.ini config-file:
# curves are diced as hair
/attribute/dice/hair 1

I don't have access to a commercial Houdini license at the moment so I can't test it myself.
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You should be able to add an AttribCreate with a float for “width” set to something tiny like 0.01 or smaller.

If your curves already have a width attribute, then transfer it using the RenderMan tab of the Attribute sop.

Hair dicing can also be attached directly to your geo via the Rendering Properties. (soho)
www.alan-warren.com
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Alanw
You should be able to add an AttribCreate with a float for “width” set to something tiny like 0.01 or smaller.

If your curves already have a width attribute, then transfer it using the RenderMan tab of the Attribute sop.

Hair dicing can also be attached directly to your geo via the Rendering Properties. (soho)

My steps:
1. start Houdini
2. CTRL + grid
3. add fur
4 Render Menu –> Create Render Node –> Renderman
5. Render Target –> 3Delight 9.0
6. no cam –> New Camera
7. I click render
8. result? like you can see from my screenshot.

You steps?
thanks
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phadron
Alanw
You should be able to add an AttribCreate with a float for “width” set to something tiny like 0.01 or smaller.

If your curves already have a width attribute, then transfer it using the RenderMan tab of the Attribute sop.

Hair dicing can also be attached directly to your geo via the Rendering Properties. (soho)

My steps:
1. start Houdini
2. CTRL + grid
3. add fur
4 Render Menu –> Create Render Node –> Renderman
5. Render Target –> 3Delight 9.0
6. no cam –> New Camera
7. I click render
8. result? like you can see from my screenshot.

You steps?
thanks

I will summarize briefly, but I would suggest learning Houdini before attempting such things.

1. start houdini
2. ctrl + grid
3. add fur
4. turn OFF display flag on grid_object2_fur
4. add empty geometry object
5. enter geometry obj, and delete file SOP
6. add ObjectMerge SOP
7. reference /obj/grid_object2_fur/fur/create_fur for Object 1
8. middle click ObjectMerge SOP and confirm Vertex Attribute “width” exists.
9. append Attribute SOP after ObjectMerge
10. on RenderMan tab of Attribute SOP's parameters, add width on both Houdini and RiType fields. Then change the type to “varying float”
11. Add Material SOP and reference a hair shader
12. render

With that said, you are missing out on a lot by not using Mantra for this. The steps outlined above are terribly inefficient by comparison to the native fur/hair tools Houdini provides.
www.alan-warren.com
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