Free 3d tutorials: from 3d tips & tricks to advanced 3D software tutorials in 4 seconds.

Secrets of Swimsuit Babe

“The secrets of Swimsuit babe ” by CGriders
After execution, there’ll be a lot of Shave nodes. It’s likely that you’ll need to change their attributes collectively. The best thing to do is to assign a master node, connect all the attributes to those in all the other nodes. So when you change the attributes in the master node, all the other nodes will be updated. The procedure to connect nodes is:
jcConnectShaveNodes(int $includeHairCount)
// usage: select shave display meshes from outliner, then ctrl-select the master to make it appear at the end of the selection list
You can rename the mesh corresponding to the master node in outliner so that you can select it easier without going through the long list under the Shave Select menu.
If (for some reason jcCreateHairSystemsShaveNodes fails when your scene is clean without any Shave node) you want to execute only part of the process, there are other procedures you can use:
jcCreateHairSystems(int $n, string $preset)
jcPFX2Shave(string $preset)
jcCreateShaveNodes(string $preset)
jcCreateHairClumps(int $n)
There are other utility procedures you can used to manage the nodes:
jcModifyHairSystems(string $attr, float $value)
jcDeleteAllHairSystems()
jcModifyHairMeshes(string $surfaceshader)
jcDeleteAllHairTubeShaders()
jcDeleteAllBrushes()
jcDisconnectShaveNodes()
jcDeleteShaveNodes()
jcModifyShaveNodes(string $attr, float $value)
Refer to the usage details written in the script file jcHair.mel itself.
3.4 Rendering
As Shave hair only accepts spotlight lighting, its lighting is largely independent of your character. You can separate its lighting in another render layer or even another file. If it is in the same scene of your character, you must update the list of occlusion objects (hairOcclusionObjects) in the Shave Globals node, otherwise it’ll include everything in the scene and it’ll take forever to render or just fail to render altogether. Because it doesn’t obey visibility of objects or object inclusion in render layer. The lighting setup is shown below:

Fig. 3.4.1 Lighting setup for hair
To cast hair shadow onto the character, Shave is not used because its lighting is different. Some replacement objects were created to cast shadow. They were created by converting those paint effects to polygons. The thickness of the polygon hair can be controlled in the hair system nodes. After deleting history, they were huge objects in terms of storage required to save the scene. So reduce their size by removing portions which can be replaced by a simple object, like those on top of the head and those at the back as shown in Fig. 3.4.2. Then export them to another scene file and reference them back to the scene so that the size of your scene would be smaller to save.

Fig. 3.4.2 Hair replacement objects

 
 

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Leave a Reply