Kerkythea and fur......

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Kerkythea and fur...... // Roundtable

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Post by RAYMAN // Apr 18, 2009, 11:09am

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not very many people know that instance brushing in Kerkythea can also be used to make very dense fur too or feathers or whatever you want to

ad to a surface. Theres virtualy no limit to the structure.....

It can be merged with textures etc.

heres the 3d coat character painted and a hair object applied

(different variations and densities)

Post by RAYMAN // Apr 18, 2009, 11:53am

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Heres a pink fur or fibreball;)

Post by RAYMAN // Apr 18, 2009, 1:21pm

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you can also plant the hair slanted and same with feathers..... no limits...

Post by v3rd3 // Apr 18, 2009, 2:55pm

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Brilliant... thanks for this....


Yet another area to explore.... :D

Post by RAYMAN // Apr 18, 2009, 3:37pm

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Heres a kitten rendered in Kerkythea with fur...:)

Post by tatts // Apr 18, 2009, 3:44pm

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I just started downloading materials for the first time tonight. :) I think I got almost all of them from the site, though a couple would'nt install. but that's ok. I noticed that you have a few there yourself. that is cool, I made sure I grabbed them. thank you.


I really like this kerkythea. :) I never used materials other than standard textures. Now i truely see the real advantage of them, and can't wait to start seeing some of my stuff rendered with them. I also noticed that you can switch to orthographic views. that is really cool and would be a very good way to make some very nice textures :)


that fur and feather idea is really cool too, im definately looking forward to learning more about the KT, so far i like it :)


How do you make the materials? is the same as making shaders? like with FX composer or something simular?

Post by RAYMAN // Apr 18, 2009, 3:53pm

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I just started downloading materials for the first time tonight. :)


How do you make the materials? is the same as making shaders? like with FX composer or something simular?

The materials that Kerkythea has are physically correct material and most are layered materials.The fur that I made here is planes with hair texture only 3 strands that were brushed onto the surface. The base underneath is a texture that I painted in 3d Coat....note that you can paint grass and trees and everything that can be instanced.

Its rendered with Metropolis light transport bpt.

Peter

Post by splinters // Apr 19, 2009, 12:41am

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Are these simply textures or is the hair dynamic at all?


Seems to me that Dribble will do the same for me with Carrara being my 'affordable' (see free!) access to dynamic hair.


Yes I know kerky is free and dribble costs, I am just asking.

Post by RAYMAN // Apr 19, 2009, 1:33am

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Are these simply textures or is the hair dynamic at all?


Seems to me that Dribble will do the same for me with Carrara being my 'affordable' (see free!) access to dynamic hair.


Yes I know kerky is free and dribble costs, I am just asking.


The question about dynamic hair basically needs animation features and

or physical attributes which Kerkythea doesnt have because its only

a render engine for stills or for a sequence of preanimated obj files.

Kerkythea uses an instance brush which sets it apart from Dribble or any other application that uses the displacement of the mesh at render time.

In fact you can use anything as your primary object including glass objects

and brush them onto a surface . you have control over the direction the scale

and how deep its on the surface.You could grow realisticly looking grass on a head (each species a seperate package...) or grow screws on it if you like.

Those can also be planes......

I used planes with 3 strands for the fur in the examples.

You could populate a whole field with millions of soldiers.... your not limited

very much with the amount.....nor with the objects that you use...

Post by RAYMAN // Apr 19, 2009, 2:22am

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Heres a head with grass... the head was textured in 3d coat and then the grass and flowers were brushed onto the top... but it could be anything inkl. different hairstrands..;)

Post by transient // Apr 19, 2009, 3:02am

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That cat really needs to lay off the caffeine.................


I find this stuff kind of interesting, but I'm not sure how much of a benefit there is over truespace's current options.

Post by RAYMAN // Apr 19, 2009, 9:33am

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Well here is another option you can use the tool for you can populate scenes

with characters or animals. I only exported 3 poses in this one from Truespace tankgirl but could be any amount to make les repetitions and make it more realistic...:)

Theres also millions of grassplants in this scene..... you get the idea.. !

Post by transient // Apr 19, 2009, 1:20pm

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I get the idea, but I don't really see why it's such a big deal. It's just the same model replicated heaps of times. You could get the same effect with a particle system without the overhead.


The main problem with what you've shown is that it looks like a big moire pattern. If you could change the start frame of the object animation I would be more impressed, as this is the main attraction of instancing in other apps.

Post by RAYMAN // Apr 19, 2009, 1:54pm

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The main problem with what you've shown is that it looks like a big moire pattern.

That was the problem of time rather then making it moire like.

I could have used 20 poses of 3 different characters but didnt have the time

because its just an example. Kerkythea is a still renderer like Maxwell or others

that are not intended for rendering animations but that may change as soon as Jack finishes the exporter.He could also support instancing like the Sketchup exporter does for components.....

Many of the people here dont animate so its an alternative and I´m just guiding people how they could use it ( from my experience I gathered over time)

Vue ecosystem supports animation too so its another option for the people who have it !

Peter

Post by transient // Apr 19, 2009, 7:23pm

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I was talking about stills, perhaps I should have explained it better. Randomising the start frame would be good for stills as well, as it would help remove the pattern ugliness.

Post by RAYMAN // Apr 19, 2009, 9:38pm

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I was talking about stills, perhaps I should have explained it better. Randomising the start frame would be good for stills as well, as it would help remove the pattern ugliness.

Yeah that would save some work but the pattern ugliness just comes from my lack of time rather then the program i simply only made 3 poses because

I thought that would be enough to show the idea behind it ....

Post by transient // Apr 20, 2009, 2:47pm

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Don't get me wrong, it's a cool feature in theory but I think it's the sort of thing that would be best used with moderation. I still think that most of what this does could be achieved with mapped planes and particles.


But I admit I would still like to see this in Dribble. Being able to animate millions of fish, birds etc. would be a cool thing. ;)

Post by Rafa // Apr 20, 2009, 5:56pm

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Nice examples Rayman!
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