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| how do i apply hair fur modifier to just a section of a large surface?
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how do i apply hair fur modifier to just a section of a large surface? is there a way to paint on the location that the hair fur will be located? i just need clumps of long grass for a natural weed effect.
3ds Max Design 2010/11/12, 64bit, Boxx technologies, dual quad core 2.8, nvidia quadro 4000, 20GB Ram, use mental ray for rendering, windows XP pro 64bit
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Select the Polys you want affected before applying the hair/fur. It should then operate on just polys you selected.
See this thread - don’t be put off by the title.
Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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what if you just want a portion of one ploy to have hair?
3ds Max Design 2010/11/12, 64bit, Boxx technologies, dual quad core 2.8, nvidia quadro 4000, 20GB Ram, use mental ray for rendering, windows XP pro 64bit
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Not my area of expertise, but I rather doubt it - how can you select part of a poly? You would have to split (sub-divide) that poly into a number of smaller ones then select those.
Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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i applied some fur hair to a plane, not quite what i want to do, but i was just testing the modifier. down side, everything renders black in the grass and all my rpc just render red squares so i guess hair fur is not the way to go.
does anyone have any suggestions?
3ds Max Design 2010/11/12, 64bit, Boxx technologies, dual quad core 2.8, nvidia quadro 4000, 20GB Ram, use mental ray for rendering, windows XP pro 64bit
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That is specifically a rendering issue - I would start a new thread in the Rendering/Lighting forum just for that. There have been other similar posts recently - I gather that MR and Hair/Fur is problematic - render using Scanline.
Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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I have also had the same problem with H&F rendering black. In the 3ds max documentation it says that you must have your rendering settings changed to “mr prim” but this does not seem to work well if you are using a daylight system. Try changing that setting to “geometric” and that should work for you...or if you prefer using “mr prim” setting, then you should apply a shader to the H&F (ie. A&D material).
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doesnt matter what setting i used, it still blows up my rpc content. nothing but red planes when rendered. when i remove the h&f, the rpc are just fine.
any more tips?
3ds Max Design 2010/11/12, 64bit, Boxx technologies, dual quad core 2.8, nvidia quadro 4000, 20GB Ram, use mental ray for rendering, windows XP pro 64bit
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To have hair on a part of a large surface, I’d use a black and white map for the Density bit in Hair and Fur.
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