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#1 2018-08-22 22:27:49

rbousquet
New member

Fur procedural on instanced geometry

Hello,

I am trying to generate grass onto instanced geometry using the fur procedural.

I tried doing so with a fur procedural node in a RenderGraph using a tag node as scalp this way I can taget all instances at once. The issue I get is that it generate hair over the instanced geometry as well as the source geometry (which is hidden).

Is there a way I can get rid of the hair on the source geometry?

I also tried using the fur procedural outside of a RenderGraph linking a the scalp and instances but I can't figure out how to set up the instances properly. The linked instances don't get the hair.

I've been looking to the HairAndFur documentation (http://guerillarender.com/doc/1.4/Libra … ndFur.html) but I cannot figure out how to achieve what I am after.  Is there an existing workflow that allow me to do that?

Many thanks,
Renaud

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#2 2018-08-23 21:55:43

Ben
Guerilla dev, the guy to hug

Re: Fur procedural on instanced geometry

Hi,

You should simply remove the source geometry (using a subtract) to the scalp input.
Otherwise, the classic connection won't help in this case, as it can't connect to instances.

Ben


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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#3 2018-08-24 00:31:45

rbousquet
New member

Re: Fur procedural on instanced geometry

Hi Ben,

Thanks for the reply!
I tried this earlier without any luck but following your reply I gave it a second try and I realized that the issue I had was caused by connecting the tag node to the fur's parent (which doesn't make sense now that I give it some thought).

It seems to be causing confusion and produce error messages like this:
08/23/2018 17:50:20 4.28G [07] RNDR ERR: instances|groundA_geo_01|FurGrass: Can't get a shape from 'instances|groundA_geo_04|FurGrass'

It's working properly now, thanks!

Renaud

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#4 2018-08-24 17:27:00

Ben
Guerilla dev, the guy to hug

Re: Fur procedural on instanced geometry

Hi,

Yes, the Parent input let you spawn the procedural anywhere in the final render hierarchy, so that means that you can very easily create instances of the same procedural. So easily that it's actually been a problem smile
I gave to make that less bug prone (probably by restricting to a single procedural unless we want instances.)

So, to sum it up:
- Connect a path/hierarchy to the parent input so the proc will appear there in the scene graph
- Connect scalp(s) to the scalp input to let the proc grow on this scalp(s)

Ben


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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