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#1 2014-06-11 22:30:06

ohsnapitsjoel
Member

Fur maps no longer have effect after reloading project

I've reloaded my project but the fur maps I've plugged in no longer have effect, and the fur procedural goes crazy in the viewport.  This actually happens each time I re-open the project, but it's been a while since I've been able to use Guerilla, so I can't remember how to get the procedural system to use the maps again.

I created a face shader that the head mesh is linked to, and in the face shader I have textures plugged into AOVs for Length, Density, Baldness.  The fur scalp is the head mesh, that's already linked.  But the AOVs don't seem to have any effect any more.  I've checked that the texture file paths are all still correct.

https://dl.dropboxusercontent.com/u/28450367/galoot_fur_crazy.png

Last edited by ohsnapitsjoel (2014-06-11 22:30:22)

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#2 2014-07-02 12:47:10

hulud
Guerilla dev, the guy to hug

Re: Fur maps no longer have effect after reloading project

Hi !

Is it the same when you render the fur ? Do you have a message related to the textures in the console ?

Cheers,

Cyril


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#3 2014-07-02 21:05:28

ohsnapitsjoel
Member

Re: Fur maps no longer have effect after reloading project

Hi Cyril, yes it's the same when rendered. 

I'm getting this error in the console:

Procedural 'galootFaceFur' did not returned coherent sub frame info

Que?  smile


Edit:  I should mention that this was working in a previous version of Guerilla.  I'm using the new beta 1.2.0b for Windows.  I noticed that the hair procedural also has a different name in this version.

Edit 2: I also get this same message in the console if I open a new blank scene and throw a Fur procedural on to a Sphere primitive.

Last edited by ohsnapitsjoel (2014-07-02 21:19:59)

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#4 2014-07-03 10:52:32

hulud
Guerilla dev, the guy to hug

Re: Fur maps no longer have effect after reloading project

Yes, we have removed the old Fur procedural, replaced by the HairAndFur, which is almost the same with some minor differences. It is way much faster now.

Ok let's resume what you have to do to put a texture to control the new Fur procedural in guerilla 1.2 beta (it is not in the documentation at that time..)

I assume you have fur over your scalp object. You want to put a Density texture to mask the part with no fur.

Go to your RenderGraph. Add a MaterialOverride node on the scalp object flux (not the fur object).
In the MaterialOverride, add a "Density" float attribute. On this attribute add a MaskTexture (using the "M" button)
Set your Density texture.

Doing this, you have added a Density AOV to the scalp object. This AOV will be used by the fur to compute the final density.

Do the same for the other Fur attributes you have a texture.

The OpenGL display may be not up to date when you add stuff in the RenderGraph. In this case, hit the Fur -> Procedural Parameters -> Reload button to refresh the OpenGL view.

Cheers !


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#5 2014-07-03 13:56:19

ohsnapitsjoel
Member

Re: Fur maps no longer have effect after reloading project

Thanks, Cyril! I understand everything except "scalp object flux". Could you elaborate on what that means, or perhaps a screen shot to demonstrate? Everything else is crystal clear smile

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#6 2014-07-05 21:22:39

ohsnapitsjoel
Member

Re: Fur maps no longer have effect after reloading project

I think I figured out what you meant.  It seems to work, thank you!

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#7 2014-07-08 09:56:09

hulud
Guerilla dev, the guy to hug

Re: Fur maps no longer have effect after reloading project

Just for the record, let's say your scalp object is called "Head" :

http://www.guerillarender.com/images/head_flux.png

Cyril


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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