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Hair rendered with Maxwell. Image courtesy of Mihai Iliuta

 

Maxwell Render uses the MaxwellHair.mxx procedural primitive to be able to read fur and hair fibers (generated by Shave&Haircut, Maya Hair, Ornatrix, etc) and render them without the need to convert the fibers into triangles. Skipping the need of converting millions of fibers into triangles allows you to save a huge amount of space in memory, and reduces the size of the scene files, saving space in disk and transfer time. 

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The root-to-tip texture is read vertically (only the first column matters)  

 

 

A color map applied on the UV Channel = 1, provides different colors across the surface. The map values are assigned regarding the surface UVs

 

 

Note

Keep in mind that the surface mapping (channel 1) depends completely on the capability to transfer the UVs from the surface to the fiber by the hair generator. 

Some hair generators, like Maya PaintFX does not transfer the surface UVs to the fibers, so they could not use this surface mapping feature. 

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This tutorial from Jerome Denis (included in the Tutorials section) explains how to create this teddy bear look using 3DSMax Hairfx fur. 

Fur Tutorial in 3DSMax with Hairfx

 

/wiki/spaces/knfaq/pages/5479215

 

 

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Image and tutorial

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courtesy of Jerome Denis