Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk® Softimage® / Rendering / improved hair rendering with the help of MotionVectors and RSMB
  RSS 2.0 ATOM  

improved hair rendering with the help of MotionVectors and RSMB
Rate this thread
 
60711
 
Permlink of this thread  
avatar
  • Location: Bremen
  • Total Posts: 39
  • Joined: 25 August 2008 07:54 AM

hi,

i want to share a workflow that we use here at our office for a while.
maybe some of you also had the idea and use it already, but for you out there that don´t know this workflow, here it is.
it concerns hair rendering and how to render it faster (for production proposes) and also have a good look in later compositing. this workflow makes hairs more fuffier without spending a lot of time in adjusting transparencies to achieve the fluffy look out of the renderer.
rendering hair with transparency sometimes doubles the rendertimes (depending on the hair counts).
so this workflow does not need transparency in hair rendering, because the look comes later in compositing, and so the hair rendering becomes faster.

the workflow uses a special pass that i call “hair_tangents”.
the pass will render the hair tangents as a MotionVector color image (see images) for later use in after effect with RSMB MotionVector plugin.

-what you need is first this shader.
(for using the shader in the rendertree see the rendertree image below.)
-of course, your rendered hair images without transparency in the shader. (here i used p_hairTK shader)
-ReelSmart MotionBlur plugin
-Compositing Software that can use the ReelSmart MotionBlur plugin (here i use after effects)

here are the images for comparison:



Attachment Attachment
Attachment Attachment
Attachment Attachment
Attachment Attachment
Attachment Attachment
Replies: 0
avatar
  • ^Ángel^
  • Posted: 06 October 2011 08:42 PM

Hey! thanks for sharing your workflow, in my studio we use RSMB, too; i will try to accomplished the same effect.
Thanks!



Replies: 0