Hello RenderStuff-y and all CG-odnopolchantsam! Guys - decided to put up for discussion in my opinion a very interesting question: how do the actual normal carpets in 3DS MAX-e, so much so that did not eat a lot of resources and looked fine, but not as a "biscuit". After all I tried to do himself in two different ways their mats - the first was the fact that I used the modifier displasementa and maps to create the effect of the roughness of my carpet, but it turned out not so hot as. Second method I call the use of the module generating fur Hair & Fur. But with the last coming true Armageddon - such carpets are rendered impossible for a long time. But I'm not completely figured out yet how to Use this Hair & Fur, but the network was reading a lot of information on this subject, there are many complained about the same problemtsu in principle - rendered long. Spread my two screens nedovedennyh to mind works
and now this
In both I used displeysement card + modifier. Question RenderStuff - how to create a normal carpet, I can not go those ways? It may need some special plug-ins, sharpened by working with such things? I agonized for a long time, but this is the best I've got. I almost forgot to say - Proxy their mats when it is necessary I used to when rendering these "extruded displasementom" carpets suddenly thrown MAX in Windows. In particular I would like to understand how to do something like this
or how it is achieved for example wool effect iNTO whether their carpets. The problem seems to be simple, but the handle can not. S.O.R. (Save our renders!🙂
First and the most trivial way of you already know. Of course we, the used card and you VrayDisplacementMod Texmap in its slot. This is the most simple and does not require a way to skill. It is usually used when you want to create a simple, compact, with low and straight pile rugs. The main charm of this carpet is that it requires almost no configuration and in almost every case the ideal is the same card, you might as well use as the displacement of grass, that is just noise with a large grain🙂 p >
Here is a black and white map of Displacement carpet / grass:
If it is true, and in relevant cases, apply the displacement, you can get a very cool mats, does not like biscuits😁
second method is not so trivial and requires skill, at least in working with 2d editor. The essence of it is that you simply place in your render, insert the desired picture of the carpet you in the post-processing of the render .
As a rule, under this approach, post-processing is difficult to adjust the perspective, to match the color and shade sfeykovat, but after a little practice you can sculpt any carpets for 10-15 minutes and then for 5. it all depends on how much suitable to render your photo you have. Of course, the very picture you take just the Internet search images.
Of course, if you look into a carpet, you may notice a discrepancy with the lighting and perspective scenes but "sheepskin" worth the candle. Indeed, in this case, the scene is rendered with no carpet, no wasting computing resources. Furthermore, said the discrepancy is noticeable only renderer. The end customer is, as a rule, he does not see at all and are completely satisfied with the "realistic" carpet 👍
Third as the way you already know, as the first. This, of course, the use of 3ds Max Hair and Fur. Despite the apparent complexity, the use of this method is quite easy. It is only necessary to understand a little basic maksovskogo fur settings. This yields the carpet is slightly inferior to the realism of the pictures, as in the case of composing the second, but more clearly fit into the perspective and lighting scenes. More precisely, just blends, as this will be part of the carpet and / geometry of the scene.
fourth method is a combination of the second and third . But here it is necessary to understand both the second and third methods. That is able to work with 3ds Max Hair and Fur, while understanding and applying the basics of compositing. So you can get the benefits of both. That is the realism of the first and the third of inscribed. However, shortcomings in the form of labor and the computational time required to miscalculation of the carpet model also will transfer
In general, as govortsya, find two differences:. D
We do prefer the second method. With him the least hassle, as the computational and visual. Which method is more convenient to you - up to you. Choose a specific method and specific questions to him, then together we will be able to dismantle them and discuss😉
Who would doubt that this version of 3ds Max Hair and Fur is the most interesting😁
That is, we consider the third method.
Yes, of course, the second option - the post-processing or if in general - a photomontage, the most important thing is finding the right clipart . But, again. You can find a similar and, using the same of Photoshop, adjust to the required form. So in general, it almost always happens
With regard to the fact that the information online at Hair and Fur very little, -. It is not true, or rather the truth is that it is on the Internet a little, but in general it is in excess. And almost every one of you is in peace as a great guide with excellent visual examples. On this spend time kopipast I will not, I will only tell you exactly where this instruction is, as well as tell you what it not is written, in particular, as almost all of these hair use:.)
1 - Before you create a carpet, we need to do basis for it. This concerns the four described above techniques. As if you did not make carpets, carpet needed basis.
The most common base for carpet use a simple Plain (Plane), which lies almost in the plane of the floor. But this is not true.
At the carpet backing must be thick. In a first, because it is very useful for proper distribution / curl the hair on the edges. Secondly because imparting unevenness (this later) that basis, Plain easily leave the floor, at least some part of it, so to say that not gut 🙂 Third simply because real carpet base is not flat, and has a thickness of, and we'll just simulate a real carpet, rather than a magic carpet wizard whose base has no thickness.
as a basis easiest to use ShamferBox. That is, instead of Plano creates volumetric basis, width and length dimensions outlining the necessary us the carpet and a few millimeters in height and with a slight chamfer (Fillet).
2 - After you create a volume bases, the next thing you need to do - you need to give it some realism.
You need to add some segments of the length and breadth, but not high, that is, Length Segs and Width Segs. Then convert ShamferBox in Poly and at the vertex level slightly bend our foundation. That is the point to pull up and down, sideways, to remove ideality, to make bends and curvatures of our bases. As if the mat slightly and jam pokotsali feet. If lazy to do it manually on the top level, you can simply apply the Noise modifier and have them give our basis of a realistic non-uniformity
3 -. When the base is ready, it's time to apply our hair. Select our basis and apply the Hair And Fur (WSM) Modifier, it also automatically adds the effects menu (key 8, Effects tab) eponymous effect Hair And Fur.
Then, in the parameters Hair And Fur (WSM ) go in the Section tab and select Polygon level of the upper part of our bases, capturing at the same chamfer bit chemfera. Thus we specify Hair And Fur (WSM) to increase hair only in selected parts of the substrate. This prevents the generation of wool at the bottom is not visible in the rendering, part. That is the bottom of the carpet
4 -. Now is the time to do the generation of a carpet. And here it comes the BUT
Nominally, Hair And Fur -! Is a post-effects, that is, it is not the geometry, and the visual effect of piling on the final render after its completion. He even considered separately, once completed the final render. The main problem of this effect is that it is not supported nominally V-Ray (virey precisely this problem😁) as it is implemented, for example, in mental ray , which supports Fours fully
in this case, in general, that the only solution -. is the translation or rendering Fura like geometry. That's what was generated hairy ball in the third and fourth methods, the above example
How do most
Set the type of carpet and then, using the function of Hair -.?> Mesh, located rollout Tools - translate it into geometry. Here is when the nightmare begins.
In the first translation process itself in the long wagon geometry. Secondly becomes so dense mesh that such carpet can not even turn in vyuporte. Third, the hairs model goes so heavy that it had to be translated to the proxy ( VRayProxy ) without exceptions, otherwise render a crash is guaranteed. Etc. etc.
How to do it?
As I mentioned earlier, nominally Hair And Fur is a parametric post-effects. It was as a post effect he rendered nominally. However, you can zastavit Hair And Fur rendered not as an after-effects, as well as the geometry. To do this, open the Environments and Effects, pressing 8 on the keyboard. Go to Effects tab and select there the effect of Hair And Fur.
In effect Hair And Fur log in Hair And Fur tab and in the section Hair Rendering Options opposite Hair parameter instead of the buffer to select geometry.
Thus in the viewport remain as they were, that is conditional hairs. Just remain available all the parameters Hair And Fur. However, during rendering, geometry generation is made, you immediately see on the render in V-Ray. Without it transfers to the geometry and fuss with the proxy.
It should be noted that the new version of the V-Ray for 3ds Max 2010 and higher, support native rendering hair like mr prim . That is, in this case will be available more features Hair And Fur. In particular, material Hair And Fur, located in the rollout of its parameters Material Parameters.
In order to when rendering in 3ds Max 2010 and later enable this feature, you must, as is the case with the geometry in the Hair Rendering Options opposite Hair parameter buffer instead choose mr prim.
In that situation, that is, when Hair in geometry mode, it will be necessary to use already VRayMtl. It is less flexible when fur renderenge than mat scroll Material Parameters, modifying Hair And Fur (WSM), but at a certain skill (see above way of four), and ordinary VRayMtl can dubitsya desired result.
5 - The base is ready, hair generation area in it selected, hair and Fur (WSM) is configured to generate the geometry mode - you can render
What actually should do.. Just PUSH Shift + Q, and see what comes out. villi little? -Kruti parameter responsible for their size. (General Parameters -> Scale)
The thin base and thick tips -? Spin the parameters responsible for the thickness of the root and tip (General Parameters -> Root Thick and Tip Thick)
The hair smooth and strong swirling -.? Spin parameter responsible for twisting (Fizz Parameters -> Fizz Root and Fizz Tip)
and so on .
Just render and see. It will be enough, and thumbnails on Light Cache . There is no need to wait for the final rendering. On the LC and so everything is clear. At least the shape of the carpet pile
6 -. Everything is clear everything is done, you only get to know the parameters of Hair And Fur (WSM). That is, that in which the scroll is responsible for what.
Now is the time to refer to the instructions mentioned above. You open 3ds Max and you press F1. Then will maksovsky HELP.
Autodesk 3ds Max Help> Modifiers> World-Space Modifiers (WSMs)> Hair And Fur Modifier
Or in the Search tab in the search box write Hair And Fur Modifier. So you, too, will enter the parameters of the modifier Hair And Fur.
That's all. Looking for a tab and look appointment of its parameters.
Even if you do not know English, during the first full online translators who quite wisely translate dry technical text. And secondly, you have to be well, I strongly tight to understand simply by vivid pictures illustrating the parameters of why one or the other option is, even without translation. To rely, not stupid any trideshnik free sort out what's what.
If we talk about how to varying imaging Wieser makes super glue realistic carpets, they just kind of pick up on the eye of the carpet. Take a look at the ref carpet to be created and selected parameters Hair And Fur.
Of course, there is need to practice. But it is needed everywhere. Take it and taste it until you get what you need. Of course you can bring "universal presets" for a particular type of pile and use them for their carpets. But often in the eye, you can quickly and easily pick up everything without any presets.
Here you clearly ask a question the answer to which is set out in the fifth paragraph of instructions.
You ask, and how to make my pile carpet has been laid realistic?
And that is not realistic in your carpet? What's wrong?
That's when you will answer for himself the question of what is wrong, only then comes to you an answer to the question of how to change it.
You can not do "I do not know that."
You have taken as a basis for its carpet some reference? You are guided on it? Or are you still doing something - I do not know that
, you need to clearly define not realistic to achieve, so that is not realistic, and act according to the recommendations of paragraph 5 мини instructions for creating a carpet in 3ds max using Hair and Fur.
But the "NO" is the only, if you can you to feel the need for realism. If you can, you will learn to create any carpet. If not, do not Caique settings will not help you. In this case, the most that can be expected, this is a secondary role - humbly repeat someone presets ...
As an alternative, I suggest you find some carpet, put there his picture and his example, together we will pick up all the settings Hair and Fur. Only the photo references preferably more, to the hairs were visible.
With regard to the number of hairs, what their more-so much the better. More precisely their density must be the same as on the reference carpet. Not less. If the carpet is bald, the few hairs when busy, the number of hairs should be large enough.
As to how to manage RAM in V-Ray, we will soon publish a lesson following the new lesson explaining the operation DMC Sampler .
There will be quite clearly set out what to do if the scene of crashes RAM shortage😉
Andrew, you all understand correctly. Question rendering a huge number of polygons can be solved by setting System rollout.
With regard to podgruzok, yet a fourth method is preferable when rendering carpet. Rather than a dry third.
In particular wiser to render the entire scene without carpet. Especially if it is a very complex scene. Let rendered only the foundation of the carpet, but without hairs.
Then, include nap and region, to count only the carpet, taking little things around. Just as another trick can be scene in poskryvat those objects that do not affect the view of the selected region. That is to unload the scene from unnecessary geometry. Then, render, rendering the region received from the carpet. And on the fourth scenario using photoshop vmazat carpet combining the first render, where there was only a foundation, and a second region where a carpet. If done right, they stand perfectly, even on wipe
Region nothing does not require the edges. With regard to whether or not to make the computer more powerful, it is not a question at all. If you plan to engage seriously 3d visualization is a powerful computer is a must. In particular, the RAM should be at least 8u gigabytes.
As for the comb, I use it very rarely. Usually fizom (Fizz) can be a good twist hair. . Plus, add a bit of randomness (. Rand)
But if you need any particular wave on cloth or twirl, then yes, the comb is very much welcome🙂
The thickness of the same, do always thicker than the root ends and again about Rand. Do not forget🙂
And yes, true writing presets from the English word Preset (preset)😉
It is quite another matter 👍
But you, the main thing was equal to the photo references . The easiest way to clearly focus on the real hairs and simply repeat them 🙂
Aftereffects Hair And Fur, does not work with the V-Ray frame buffer ' . However, this does not mean that it does not work with a standard buffer 3ds Max😁
And can afterglow rendderit Hair And Fur in V-Ray. Buffer B mode. Just have to tinker with the scheme. Maksovsky buffer is not correctly perceives range V-Ray.
Render the fourth scenario. Only here will not leave the region, render.
Region post-effects are not rendered 🤔
However, this can be avoided by hiding all objects except the carpet, to render😉
The right to exist is in general that any method😁
However, the first of such flexibility as the Hair And Fur and speech can not be using skaterov any level. Secondly VRayScatter, to put it mildly, not very much easier Hair And Fur.
The fact that VRayScatter - this plugin is very rich functionality. For this read one of my previous posts . By cloning method using skatera villi, this applies even to a greater extent than VRayFur.
By the way, anyone interested, VRayScatter a powerful skater (from the English Scatter - to scatter, sprinkle, scatter,. Throw right and left, strew), basic and in general, that the main difference is from other skaterov, in particular from the built-in 3ds Max, this is that he can work with the VRayProxy .
For more details about it, you can check out the online store to its developers 😉
Yes, it is a defect of the last max.
If the V-Ray does not work (not rendered) 3ds max Hair and Fur in the mr prim mode, ie script, which automatically loads the required plug-ins when starting the van Max, each time not to load it manually.
Shakes and this script and lozhish it in the folder: X: Program FilesAutodesk3ds Max XXXScriptsStartup
Then he himself, when you run load the appropriate wagon modules.
Some say that just need to turn off the Hair & Fur in the effects panel, and then also rendered in the mr prim.
This bug version of Max, with whom I had not worked. It's hard to give advice on the matter. But this is what I heard you, it's worth to try the above. Perhaps some version of, for example, first with the script, you will be most comfortable😉
As I mentioned earlier, in geometry mode, literally rendered geometry. Accordingly, we can only use conventional materials. While, as in the other modes, it is not exactly the geometry, rather aftereffects. Accordingly, the material posteffektovy, parametrically dependent on the shape of the hair. That is why this distinction. As you say, the difference in the world😁 But in fact, not in the light of the difference, and the material is simply another posteffektovy and not very dependent on the illumination and-rendered "by itself". While the conventional material in a conventional geometry depends on lighting. That's all.
The hair clips do not scale (Scale), hair cuts Cut Length. You may zoom in, and he headed for Cut Length, and hair, respectively, circumcised.
No, the models themselves, we do not know, but heard about the collection.
Apparently, the system unit in your scene, simply differ from those in which was set a modifier hair and fur on these models.
Check the post on Scale parameter , and you all will become clear.
Suppose the author to create customized Hair & Fur with system units in mm and set the hairs of magnitude of 13 mm, and you, for example, are using see. By downloading this modifier to his stage, the value of the hair and remains 13, but since you see, this will signify that the quantity of hair 13 cm. that is, 10 times more than required. That's all 😉
I finally dealt with the work of most of the tools of Hair & Fur, I had to translate verbatim each name of the instrument, I was again convinced that Help is the best source of information 👌 - Max and Anton, we are waiting for the Help'a translation on Hair & Fur😉.During the process I noticed a couple of patterns when creating different types of carpets, namely, when creating carpets with short nap, such as Andrew's in his post (# 3037), then you can not do special manipulations with the nap, such a result can be obtained by the settings of Kink And Frizz Parameters, also such a carpet requires a sufficient number of villi (the number of Hair Count), for a good carpet density, I reached up to 300 thousand villi with a base size of 1.5 to 2.5 m.To create carpets with a long nap, the so-called Shaggy, will have to tinker with a pile, there simply can not be enough styling tools, but such carpets do not require a large number of villi. For example, here's what I got when creating a shaggy, a rug measuring 1.5 by 2 m, the number of villas is 70000 pieces:In the course of modeling, I made some conclusions for myself: the topology of the base for short rugs is for any shape with a thickness, and on the faces there must be chamfers (for example Chamfer box), and also split into several segments the base, for easy adjustment of the pile. For a shaggy carpet, a flat surface is best suited, well, or a non-smoothed primitive (Plane, box), when combing the pile on the smoothed chamfers, a large number of guides for adjusting the pile is formed, this makes it very difficult to comb the mat. Especially in the carpets of the shaggy it is not noticeable that the base has a flat shape.
Yes, Cut Length cuts the hairs simply. So to speak, sets the upper threshold of length above which everything is cut off. In fact, an analog of the Slice modifier, only with application to each hair. In my opinion, we even considered this issue in the current discussion.In regards to topology, too, you can look at the beginning of the topic, where I told how to make the basis of the carpet. That it should be broken into many segments, which will allow not only to improve the management of the topology of the hairs, but also will simply allow a little deformation of the base itself, giving it the appearance of such untidiness of real tissue. But also, the foundation must necessarily have a thickness, otherwise it will look just flat. In any case, you're right.The mrPrim mode is more beautiful than Geometry, as I said earlier, but rather due to its parametric material, rather than the very form of the hairs 🙂That's right, HELP almost completely answers all questions regarding the functionality of the program, this applies not only to 3ds Max. However, it responds only to experienced users who are very familiar with the terminology and most of the program's functions, since it is written very dryly. As we will stipulate, "for robots"😁As practice shows, in spite of the completeness of the information presented in the help, for beginners, with no analytical mindset, it is practically useless. More precisely, not readable 🙂Regarding the size of the pile, of course, the denser the carpet, the more realistic it is. I believe, even in a realistic carpet that looks "as needed", in fact, the hair is still smaller than in its real prototype.In general, you're a fine fellow, that he tackled this issue. It's just fine that you have figured it all out and made absolutely correct conclusions.By the way, if there is a desire, then making another successful realistic carpet, put out its settings or describe the main ones. So we can collect a small collection of settings for a particular type of carpet. I'm sure it will be useful to everyone😉
Hello Anton!Concerning Help'a, I have no special problems understanding the material, I have been interested in this modifier for a long time and in this sense it was easier for me, of course, for the beginners I need an adapted translation to clarify the matter, and I would not refuse Get acquainted with such material😉. There is a wish for the priority of the translation of this section Help'a, because the sections you were going to translate as soon as the topics for discussion. I would like to see your, adapted version of the translation and fill in all the gaps in this direction, and this is only possible on your resource 🙂.At the expense of presets with settings, then I'm on any for 👍. Especially your site I really like and need to develop it. Yes, and indicate how it will be more convenient for you to see information about the settings, it should be a preset file, or a slicing of screenshots with settings, the model should be attached or not, if so, in which format.And more ... Anton, I had a problem: the fact is that I do not save presets, 3d max costs 2012 for a 64-bit axis. I do everything as it should, I press, I write the name (in English), I save it, and after saving when I click on the download of the preset it simply does not exist, only those that come with 3d max are present. The procedure for saving the settings is normal. Also, the settings for the scene are not saved, everything was done according to your lesson, but nothing changes when you download the file, you have to adjust each time manually or reload the scene. I can not understand what's the matter: |, although I think that this is a flaw in this version of 3d max'a, the more it works for me as it is unstable compared to 3d max'om 2009, which I used earlier.
Denis, hello!Sorry, just broke the answer to write 🙂Regarding the help, we partially moved the section Hair & Fur, but now, if you pay attention, the site came to another domain (en.renderstuff.com) and, for technical reasons, at the moment, 3ds Max Help will be unavailable. On the pre, I will not say anything, but so far this section is hidden.Regarding the settings, I prefer to think so. Spreading here, you're laying out, first of all not for everyone, but for yourself. You will always know that on such a resource, there is such and such a topic where your rug lies, which you can always download and use in your own scenes. As practice shows, our at least find the right thing in the search on the site, it's much easier than remembering, "but where did I go to screw it into what folder it threw it like it .."😁Proceeding from this, I suggest you to lay out exactly what will be useful in the first place, to you. In this form, as it will be convenient for you.For example, literally * .max file and a substrate and a modifier Hair & Fur. The pewter of the carpet itself and, if it is appropriate, a couple of screenshots with the basic settings of the modifier. And I, all beautiful and convenient to arrange.When we do this and try to use, it immediately becomes clear what is missing 🙂And maybe, just everything will be OK and there is nothing to supplement it😉Yes, there is such a problem with presets. I have not yet understood its causes and did not seek a solution to it, since there was no such need. But, most likely, this is the problem of Max himself. In any case, the settings screens and the actual modifier substrate solve this problem.Regarding the non-retention of V-Ray presets, this is also a known problem and is a drawback of specific versions of the V-Ray renderer. In the next tutorial, I'll tell you how to get around it, but if it bothers you, then you tell me and I'll tell you briefly how to deal with it. Only a new topic will have to open😉
3d model Leopard carpet with a short nap Hair and Fur 3ds Max 2012 download
Eugene, Scale nothing does not cut. It only scales the amount of hairs from 0 to 100% of their length. Cut Length of 100 means that the length of the hairs 100% of that sets Scale, i.e. cutoff occurs. Read 3ds the Max the Help , where these parameters are described in detail, perhaps it will help you😉
Anton, set the Default a geometry the Dynamic . This may solve your problem.
If you will not help and will continue to fly, then it is a bug 3ds Max and Ray-the V . Hair & Fur - moody plugin. This is possible 🙄 Try a bit to move your carpet to the side, move to another location. Maybe just "unfortunate" interposition of geometry in the scene and it leads her to crash.
Scroll Tools => Zone Convert => Hair button -> Mesh. Then, the resulting mesh konvertiruesh proxy . All by hand, of course😁
This is actually a very specific bug Max. When you konvertiruesh trucks to geometry, her remains furovsky material and what does not want lured😁 applied on her other stuff a hundred times, still to this geometry remains Hair & Fur material with the material editor does not see it 🙄
Solve this simple.
Established in another scene object, anyone konvertiruesh it in poly and atachish him with bugs carpet mat. After that, he will be part of the created object, and you will have applied to the object material. Next datachish or remove this item from the carpet mesh and apply the right you mat (with the desired texture of the carpet). The main thing to remember in this case that the Pivot Point is the same as the object to which you originally priatachila carpet. So, it is likely to have to displace too, for ease of use of the carpet 3d model. And, perhaps, altogether, should translate carpet in the Proxy 😉
So, by the method of poking and long attempts, it turned out =) to reduce the effect of blue from v-raysky, the colorcorrect card was used in it, the vraysky card was stuck in it, well, everything was as in the lesson and this helped the authors very much !, 3 methods were also investigated Getting the carpet, it's important to include the Detail enhancement function! Or Irradiance map simply smeared, well, or you can put a max rate of 0, maybe it will be faster than the detail enhancement.1) hair and fur method in mr prim mode, long hairs, vraymtl white materialrender moderately long. 49 min2) the method of hair and fur, but the conversion of the latter into Mesh geometry, converted 750 thousand villi, it turned out 30 million polygons., Then translated into a proxy, imposed the same vraymtl white, but it did not happen as expected, thought it would be better, the hairs apparently did Too small and too much, and the material did not lie like that, in general, here, the renderer is very long, it took a lot of time to read up to the end, a lot of geometry is affecting:3) this is the same method, but with short hair, in my opinion the lushcher that I came up with, made in two brown variants with 300 thousand pieces of straw, and white 400 thousand villi, the rendering is moderately long too, about 48 min. Here it is necessary to say separately that it is very important to properly lay the villi on the carpet with the help of styling, and it helped me to simulate their natural fall, in the roll of dinamics modifier hair and fur, put on 40 frames, indicated the floor as colision objeckt, also corrected the stiffness of the villi As needed, it can be done in the live simulation mode, in the same roll of dinamicksThe material is vraymtl white and brown. Reflection glossiness 75, reflection is just dark gray.Well, the last thing that renders this carpet is hair and fur, mr prim, but the material is not vray mtl but just chose the root color white and tik color white in the material parametrs roll of the hair and fur modifier, and most importantly, ticked the tip spray (transparent tips Wax), the result is not pleased, because of the transparency of the carpet is some sort of wadded ... as in my first renderor here on this, Although who can so much like it.Conclusions carpets can be well done with a modifier of hair an fur, it can be so that pretenderev 40 minutes you understand that too much material strongly reflects, and even then I do not really have what material to use for carpets, although simple vraymtl is not bad, but then how to apply vrayhairmtl, It is difficult to lay the villi, and this greatly affects the quality, in my opinion the best bundle in this matter, is to lay about the styling, and then do the modeling in live modes in the dinamics modifier, hair and fur modifier, and pick up the necessary gesture spine stiffnessI will also probyvat use maps for the scale of the villi in certain metsah, and for frizz and noise kink, in the hope of getting the cherishedRoman, about helpa I do not know, did not see, but the modifier is hair and fur, but you can impose on the already-made blanket, for this you need to select polygons on which there should be a pileand click update selection.As for the picture, I think you can by making a long thin nap and turning on the tip spray (transparency of the tips), and I think I'll have to suffer with styling, twist such tips,, But alas, it's not a fact that you get what you want, sometimes you have to experiment for a long time.
Good night everyone, tried 3 more times to make a carpet, and once again convinced that the detail enhancement is unfortunately needed, but it very much slows down the rendering, and there were a few more questions, but first of all.1) white carpet mr prim, settings of the mat in the materials parametrs hair and fur white for maximum, without detail enhancement, min rate -5 max rate -12) material vray mtl white at maximum, reflection reflection dark gray, reflection glossines 0,7 reflection on the frenel stands at 1.3. As without detail enchancement, min rate -5 max rate -1. The rendering time is 112 seconds.3) the same as 2) but max rate 0, the difference in the interpolation of the hairs can be seen more clearly, the rendering time is 241 seconds4) here included the mode of detail enchancement settings min rate -5 max rate -3The rendering time is 930 seconds. The difference in time is huge, the hairs are seen better and the reflections are slightly more realistic or something more realistic.Such as in the photoGood night everyone, tried 3 more times to make a carpet, and once again convinced that the detail enhancement is unfortunately needed, but it very much slows down the rendering, and there were a few more questions, but first of all.1) white carpet mr prim, settings of the mat in the materials parametrs hair and fur white for maximum, without detail enhancement, min rate -5 max rate -12) material vray mtl white at maximum, reflection reflection dark gray, reflection glossines 0,7 reflection on the frenel stands at 1.3. As without detail enchancement, min rate -5 max rate -1. The rendering time is 112 seconds.3) the same as 2) but max rate 0, the difference in the interpolation of the hairs can be seen more clearly, the rendering time is 241 seconds4) here included the mode of detail enchancement settings min rate -5 max rate -3The rendering time is 930 seconds. The difference in time is huge, the hairs are seen better and the reflections are slightly more realistic or something more realistic.Such as in the photoYou can not get a carpet, Max, Anton, help! How do you think how to create such a carpet, or rather, how to ruffle it, rumble, do not get a comb, put it too smoothly, then get torn as pieces, and is it even possible to create one? , In this thread I have already written a lot, but there are questions, having read help on the 2012 MAX on hair and fur, I realized that there is such a punkitikAs self shadow, but for some reason it does not work with v-ray, although the mode mr prim is worth, in the help it is shown that if you set this self-darkness to 0, then the carpet will be lighter, this I try to achieve, but what material can this Do ?? And that not all the settings of the material hair and fur, work with v-ray, because the hair and fur is imprisoned for mental ray? At least in the scroll material parametrs modifier hair and fur. Maybe you know what nybyut way to lighten the carpet, more precisely what material can be used to make it brighter? Or it is only post-processing, because Lighter than white material can not you do?
In 3ds Max units have a display, and there are systemic .
Display Units - units in which the number will be displayed in all parameter spinner. That is, those in which you see all settings of the Hair and Fur.
System Units - units in which the actual and all sizes are stored in a scene.
That is, when transferring models to the scene in the scene it was "OK", you need to in a scene from which you eksportiruesh, and the scene in which importiruesh model and Display Units, and System Units were identical. Then you do not have to guess. In any case, read this topic, the issue has already been discussed here😉