Thanks Ben. Sounds like you guys had the same problems I'm having. I'm
spending more time grooming and keeping turbulence to a minimum so as to
not get too much flipping. Right now I'm finding the biggest problem is
rendering. MR really doesn't seem to play nice in a case like this.
I'm optimizing to the nines but man is it slow. How did you guys manage
to get so many leaves and trees to render? Did you have a lot of bits
rendered separately? What was your memory limit on your farm? Its a
shame because I'm working on a Win64 box but I have to stick with not
only XSI 32 bit but also can't take advantage of v6 either since the
farm this is rendering on does not yet have it in place. Looks like
there's going to be a lot of coffee breaks (well I don't drink coffee so
soda or tea) for me.
Kris
Ben Barker wrote:
I don't think it's possible to use scripted ops to control hair
instances that specifically, since they operate on the scene data and
hair instances don't really exist until rendering. You might be able
to use a scripted op to scatter model instances based on guide hairs,
essentially implement a "scatter" op, but it would be very slow
relative to hair instancing and potentially very involved if you
wanted it to be robust.
Unfortunately if you use a global Y upvector (like the goal object you
mentioned) instances that "aim" down that vector will still
potentially flip during animation. There isn't really any bulletproof
way around this as it is a problem with the philosophy of the
algorithm not really the implementation. Careful grooming really.
We had this issue on Barnyard, where all the tree leaves were
hair-instanced clumps. This was before tangent maps and all that good
stuff too, so careful grooming (trial and error) was the only
solution. Pretty sure a non-trivial amount of flipping made it to
paint and even into a few into finished shots. Huge pain in the ass :(
On 5/31/07, Kris Rivel <krisrivel(at)gmail.com> wrote:
Is there any way to get hair instances to point up along the global Y?
Ideally to have some variance as well. This possible via scripted
operators? I'm looking to get more rigid control over my hair instances
which are incredibly difficult to keep from flipping around wildly when
adding slight turbulence. I'm using tangent maps and tried pointing the
instance to a goal but they don't give me the effect I'm looking for.
Kris
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