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#1
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Hair and Fur in MAX 8
I noticed that the included MAX 8 tutorials are painfully sparse on animating with their new Hair and Fur WSM. I thought this would be a good place to share any information we learn about it. Here's what i've found out:
1) in order to render hair motion, you must precalculate it 2) hair collisions are PAINFULLY hard to do and require lots of guide splines 3) spacewarps such as wind are great tools for getting effects with hair, but they take quite a bit of tweaking to acheive the right effect that's all i can think of right now. if anyone's figured out how to make the hair correctly collide with it's growth object, let me know! -Nuttyman54 |
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#2
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Re: Hair and Fur in MAX 8
![]() The hair and fur modifier is awesome, that was just on my first few attempts too so it's quite easy to create a picture with fur... but I'm sure animating with realism would be a whole different challenge. Last edited by Ryan Dognaux : 26-12-2005 at 19:27. |
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#3
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Re: Hair and Fur in MAX 8
ahh wait until you try animating...i can't get the fur to collide w/ the ground...or much anything else realistically
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#4
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Re: Hair and Fur in MAX 8
the rendering of the fur and hair is just a massive amount of details for our pc
we just got a new oen this year, and the hair and fur triple the time it takes a 10sec clip one of the animation team did, with hair... of just a guy playing a piano, took about 8 hours, dosent matter how you split it when it renders the hair and fur, it's just horrible any thoughts or ways to reduce rendering time for hair and fur? or just making the render itself quicker? thanks in advance |
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#5
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Re: Hair and Fur in MAX 8
Is there some way you can net render with multiple computers involved? If you have that capability, it would allow multiple machines to work on your render job and speed up the process.
Also, any less detail will mean lower render times. High quality stuff takes a long time unfortunately. |
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#6
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Re: Hair and Fur in MAX 8
well we do have a network of 15 computers, even over 40 in the overall school network
, unfourtanetly we do not know how to hook the render up so it's all toghether working with eachother how do I do this? |
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#7
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Re: Hair and Fur in MAX 8
I have personally never had to do a Net Render, so I'm not sure. But I found a site that hopefully will help you out: http://raven.cc.ku.edu/~acss/netrender/netrender.htm
Good luck |
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#8
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Re: Hair and Fur in MAX 8
Max 8 ships with Backburner 3, which allows you to use up to 999 CPU's if they're all networked together..the limitation being that you've got one CPU crunching each frame, so if you've got 80 frames, it doesn't matter if you've got 80 CPU's or 800 CPU's, it'll still take the same amount of time.
As for reducing the render time, you can try reducing the number of hairs and increasing the number of hair passes by the same proportion. (IE reducing 9000 hairs with one pass to 3000 and 3 passes) Also, how many lights do you have illumination/shadow casting on the hair? It could help to exlude some of the lights from illuminating the hair, and using dedicated spotlights for the hair. Also, turn off shadow casting on any lights illuminating the hair, as it will drastically increase the render time. Hope that helps! |
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#9
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Re: Hair and Fur in MAX 8
My experience in the past with collision objects, the more detail the objects the more accurate the collision will look- but that also increases the render time. So the more you want to cut back for rendering sake- the less realistic motion effects will look. (When I say detail, I mean segments and such- The computer will have more trouble calculating accurate collisions in a theoretical surface (ie the area between points). The accuracy comes when a vertex collides. I don't yet know the object creation parameters for the new Hair functions- but this is what its been like in the past doing - hair, toothbrush, grass, etc.
Net rendering is the way to go. If you have access to multiple computers, go for it. Of course it will render one frame per CPU! but that means it will simultaneously render that many frames as opposed to one at a time on one computer. When we first setup net rendering- it was taking us a few days to render our test animations- then we were able to run full resolution finals of our entire animation in one night (that included working late and starting early the next morning.) So we were able to run the entire thing in several hours instead of days. Last edited by stevek : 04-01-2006 at 00:43. |
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#10
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Re: Hair and Fur in MAX 8
![]() that's what i did. 17634 strands. 5 passes. about 2 min. to render. no lights. FUUUUUUUUUUUUUNNNNNNNNNNNNNN!!!!!111!!111!!!1!1!1 |
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#11
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Re: Hair and Fur in MAX 8
so has anyone (besides me) actually tried animating it yet? let me know how it goes...i'm still trying to get it to respond to wind correctly
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#12
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Re: Hair and Fur in MAX 8
there is a way to make it render faster...
Pentium D processor or Athelon duel core.... aha. i found a few ebooks on 3ds max animation and nobody has helpful hints on hair animation. so i would appriciate some help as well. nice thread here. |
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#13
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Re: Hair and Fur in MAX 8
cool fur.
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#14
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Re: Hair and Fur in MAX 8
This plugin is definately not for realism... I have had Max 8 since a while before the teams got it shipped, and it is dang-near impossible to animate or model hair with any sort of realism... I think that I'm just going to stick with max 7 for any hair in my personal animations, the Turbosquid Plugin is much easier to use and renders much faster. The Styling option in max 8 however, is amazing... it is much easier to make cartoony hair-styles with.
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#15
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Re: Hair and Fur in MAX 8
Quote:
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