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Xgen not rendering renderman3/30/2023 ![]() Removing patch: XGRENDER genfeathertailashaft Warning: XGen (1): No pref specified for: XGRENDER genfeathertailbshaft. Making the percentage expression a real need to create believable characters with different levels of strays and percentage masks. Warning: XGen (1): No base geometry specified for: XGRENDER genfeathertailashaft. Normally xgen has the stray() value where you can define a float to affect just a percentage of the hair, the problem with this value is an unique value, so you can not create different percentages, and if you call the stray() value its always going to be the same. You can always add a seed value if you need to change the distribution of the hairs being affected. This expression is the combination of a random function with a basic minor than (<) which makes the mask to choose between a random value that is smaller than the $percentage value defined on the slider, were a value of 1 meants 100% and a value of 0 means 0%. On this cases the this expression is really useful. I normally use the percentage mask for flyaway and other basic effects of the noise when I want my mask just to affect percentage of the hairs. When creating a mask, not always is necessary to create a map. On this case we will use the * expression to get a multiplier between the mask and a density mask so we can have more control over the borders of the groom. Also do not forget to export the XGen Patches for Batch Render, as discussed in the Required Steps section above. This will let you merge, add or subtract any values just as the layers operators in Photoshop or any complex composite system. To create motion blur, create an animated scene as shown above and enable motion blur from the V-Ray Render Settings as shown below. As a part of RenderMan for Maya, we provide a RenderMan Procedural that you can use to render XGen hair within Katana. What many people don't know, is that you can also render XGen hair through Katana as well. RenderMan for Maya supports rendering XGen hair. One of the most important and basic expressions is the multiply/divide operation. Many studios working with Maya use XGen to create hair and fur. * Rand Percentage on Maps Basic Expressions Density mask * Mask Expression On this case we will use my personal library of expressions, developed trough trial and error and with the help of amazing artist and developers. Some other useful links Intro to Xgen Expressions. You can find more information on the RenderMan SeeXpr page and of course Autodesk help page with a guide for the available commands and possible usages. And xgen uses this language as part of his core for the different behaviors, noises and patterns. Renderman 22 Render Settings Tutorial 5,952 views 113 Dislike Share Save Small Robot Studio 35. The expressions for xgen are based on seexpr that was developed by the Disney. So after the request from the Patrons on the channel, I decided to make this guide on how to use some of the most basic expressions that will give you more control over the groom. But the comprehensive information about the usage of the expressions, which is one of the most important parts of the software and whats makes it so strong. However I don't know how to apply my texture map to the hair shader for redshift.Xgen is one of the most used groom tools for both professional artists and also students. I applied a Redshift hair shader to the guides, but they just won't render.Īnd secondly) For the fur color in Redshift, I'd like to use the texture map I made for the model. I use Xgen to convert the curves into hair guides and it seems to work fine until I go to render the fur in Redshift (or any other renderer for that matter). Anyway to get the splines into Maya, I converted them into Curves in 3DS Max and then imported them into Maya so I can use them in Xgen. I am trying to use the existing splines from Hair and Fur modifier in Xgen so I don't have to re-groom the model. Well, I'm using Redshift and Maya's Xgen now. I used the splines for rendering fur in Vray. ![]() I have some splines I created in 3DS Max using the hair and Fur modifier. Hey everybody, so I have spent a few hours now trying to figure out how to do two different things in Maya 2018, but I have yet to accomplish anything.
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