There are some artefact due to shadow resolution (2048) and most important HairStyle Pushout Wsm ... Any idea to avoid that cem ?
thx
Re: Grass
Posted: Thu Nov 26, 2009 3:34 am
by cem
This great! Nice work!
Switcher wrote:There are some artefact due to shadow resolution (2048) and most important HairStyle Pushout Wsm ... Any idea to avoid that cem ?
I noticed the same problems. Shadow problems can be resolved by increasing the number of layers, instead of increasing the resolution. As for HairStyle PushOut WSM, it is not really suitable for this task. What I would suggest is a second HairStyle Forces WSM to be used with a gravity force field. Set the gravity spherical and place it at the center of the ball. Then, give it a little bit decay and a negative strength. See if you can get something you like out of it. If you can find the right parameters, you can get a similar result to what you have now, minus flickering.
Re: Grass
Posted: Thu Nov 26, 2009 3:41 am
by Switcher
cool !!!
By the way, adding some layer means more computing time for vertices transformation, and with this hair number, maybe increasing shadow resolution will consume less time ... am I right ?
I'll try what you suggest for gravity, but what if I want a character walking in the grass instead of a sphere? Spherical gravity would not give me the good imprint in the grass if I can say ...
Maybe I should create quite as much gravity as bones rigging my character, with diferent decay in order to define a "pushOut volume" made by forces...
Re: Grass
Posted: Thu Nov 26, 2009 3:58 am
by cem
Switcher wrote:By the way, adding some layer means more computing time for vertices transformation, and with this hair number, maybe increasing shadow resolution will consume less time ... am I right ?
Increasing the number of layers will simply consume more memory, but it won't be any slower other than that.
As for the issues with HairStyle Pushout, it is designed to easily resolve minor intersections. You are pushing it way beyond its intended task.
Re: Grass
Posted: Thu Nov 26, 2009 4:16 am
by Switcher
cem wrote:As for the issues with HairStyle Pushout, it is designed to easily resolve minor intersections. You are pushing it way beyond its intended task.
So how to achieve this effect ? How to make a character (biped) walk realisticly in the grass ? Does Sim would work for this ? Sim + small Pushout ?
Re: Grass
Posted: Thu Nov 26, 2009 11:08 am
by cem
Yes, sim would work for the most part. There is no general answer really, you need to find one based on the specifics of your scene and the effect you would like to achieve.