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Lightwave 3d 201512/8/2023 ![]() ![]() Make sure to reweld the offending edges afterwards The solution is to either create a temporary surface that contains those polygons or cut and paste the geometry into a temp layer of your object. ![]() FiberFX will freeze only those polygons, but they will get unwelded from the surrounding geometry. You may not always want to use the whole object for generating guides either by hiding part of the mesh or selecting the polygons you want to use. You can set their Vertex Coloring value to 0%. So always revert to the original Polycage if you wish to use Bias Maps, and SubPatch after.įigure 5. When the mesh is reverted to SubPatches it loses the bias vertex map data. It does, however, have some implications.īias maps will not survive the process. When the FiberFX tool is used on a SubPatch object it freezes the mesh first (it reverts the mesh to its original SubPatch state on completion), so the hair guides it creates don’t end up floating above the objects surface and ruining the illusion. To do this we will use the FiberFX modeling tool, but before we begin, let’s go into more detail about FiberFX and SubDivision Objects. This map is entirely optional, as gravity can do most of this from within Layout. The last map we will create is a Bias (or Combing) Map. Setting Weights to Linear Falloff (if you can’t see the Numeric panel, hit the N key) and assigning a minus value ( Figure 2) is a good way to cover the legs. Leaving the face and ears around 50% then lowering the trunk to around 30% works well. Using a combination of the Weights, Clear Map and Weight Blur tools, lower the values around the head, legs and tail. This will be the basis of a more nuanced map. Copy the map, either by right-clicking on the map in the Vertex Maps panel or going to Map -> General -> Edit Maps -> Copy Vertex Map, and call it fur_length. The end result will be a mostly orange (100%) weight map that softens to the standard Green-Grey (0%) around the orifices and the palms of the feet. Using SubPatched objects can get very heavy when tumbling or tweaking guides. This is the direction we want to create the fur gravity will help with a lot of this, but a bias map will give us more control.įigure 5. This map will govern not only fur length but also clumping and curls.įigure 4. Using Linear or Radial Fall Off is a good way to block out the weights.įigure 3. This map will determine where the hairs are drawn.įigure 2. ![]() It is important to soften the map around the eyes and lips to give a natural fall off of the fur. I like to use the new Blur Weights tool (Map -> Weight -> Weight Blur) to soften the edges.įigure 1. Then select areas to be excluded (around the eyes, the tip of the trunk, and the bottom of the feet) and remove them from the map (Map -> Clear Map). For example, fur_coverage (Map -> Weight -> New Weight Map). ![]() Begin by creating two weight maps: one for coverage and one for length. Preparation is everything, and LightWave’s weighting tools will get you 90% of what you need before you even touch the FiberFX tools. Baby elephants, apart from being pretty darn adorable, are also covered in soft downy fur that offers a good idea of fur bias as reference material. Instead you are likely to find many nice artistic interpretations of mammoths and, more importantly, really great pictures of baby elephants. Since mammoths have been extinct for approximately 4,000 years, the remains that have been discovered don’t have much remaining fur. Searching for a mammoth image on the Internet won’t garner you a great deal of reference material. This process can create long render times, and while it isn’t necessary, it will allow us to more thoroughly cover the FiberFX feature. To give a broader example of how to use FiberFX, Barker uses multiple layers of fur, going from the shorter fur underneath to several layers of thicker, shaggier hair on the main body and head. In this step-by-step tutorial, LightWave Artist Dan Barker covers using FiberFX in LightWave to simulate the fur on a woolly mammoth character. ![]()
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