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hi..
what we did is kind of fake... we
renderedMapped a sequence of the skin, of each charatcer, for each
shot, without hair using FG and AO and shadows, (we had a Clone for each
character mesh) then applied the rendermap sequeunce to the
original
mesh using constant shading, and also transfered
this rendermap sequence to the hair.
we set the ambience of the scene pretty high
(0.7-0.9) and plugged the rendermap sequence to the
ambient
port of the geo hair shader, so the hair was mainly
ambient lit.. We also added some mixers to change
the tip color and do some variations,,. then we
rendered the fur without FG and AO and I think even without
shadows..
it was almost 2 years ago.. so I dont remember
exactly.. I think today it's possible to this in one rendering
pass,
using lightmaps... maybe it was even possible back
then.. :)
Oz.
----- Original Message -----
Sent: Thursday, October 05, 2006 9:35
AM
Subject: Re: Hair and FG
I would go with environment occlusion to get close to FG look.
But I remember Oz Adi on the list use successfully FG with hair, using
light map to bake fg effect or something like that...
Volumic shadow
map could be the other way but I'm doing some hair rendering like this and I
experienced lot of crash ( memory problem I think...).
1/2
-- Guillaume Laforge freelance TD | cg
Artist my blog ! http://vol2blog.blogspot.com/
On 10/5/06, Andi
Farhall <andi(at)clearpost.co.uk> wrote:
Before i set off down this road
which - to me appears to be madness - i was wondering if anyone
had actually lit hair with FG and got results that were A/ good enough for
comercials clients and B/ rendered quicker than hours a frame.
Any experiences most welcome before I tie up our
renderfarm for weeks...
cheers.
A slightly balding Andi. ______________________________________________________________________ This
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