Modeling fabric fringe in 3ds Max

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11 Feb, 2012 Denis
11 Feb, 2012 # Re: Modeling fabric fringe in 3ds Max
Hello RS! Always tormented by the question how to simulate elements of decoration, such as tassels and fringe. 1. 2. 3. Several ways I met (with the help of Hair & Fur'a, Scatter'a, grouping splines, etc.), but it all concisely described and the method itself was never caught. I would like to know, in general terms, as you do, and what method is the most rational in this regard.


14 Feb, 2012 Maks (Staff Author)
14 Feb, 2012 # Re: Modeling fabric fringe in 3ds Max

Hi Denis!

As you would expect, everything is done in the simplest way, depending on the desired result. If you present the examples shown by you with renderers, then they can be decomposed according to the degree of detail into three groups. The most detailed version, this is the second image, it shows each bend and each thread. The second in complexity is the third option, where the hairs are rather small, but at the same time, their flattening is quite flat. And, finally, the simplest is the first option, where it does not matter what the hairs look like; The main thing is that they correctly show the density, length and color.

To model a complex fringe, as in the second figure, you'll have to work pretty hard, repeating each thread manually. First, you need to make a twisted rope sample with two opposite Helix shapes with a thickness, and then manually type it, scale it, cut it with the Slice modifier, bend all the Bend and FFD Box. In principle, no tricks. But here, for example, in 3d model of curtains with picking, we combined all the threads of the main brush in one object, formally stretching the wave surface so that it seemed that the brush consists of ribbed threads. It would not be suitable for a close shot, but as a time saving - will go. Picking up as such, in any case, will have to be done manually, as I wrote above.

To simulate a fringe, as in the third figure, you can use a trick with a transparency map. You can make a cylindrical shape, and draw on it a map of longitudinal threads with the corresponding transparency card. In order to see the hairs on the profile, you can make "peeled" polygons in the same circle in some places with the same transparency map.


To create fringe as in the first picture, nothing remains, except as Hair & Fur or VRayFur. The necessary edge is allocated and from it hair are cultivated by corresponding technology. The only thing you need to do is adjust the length, thickness and dynamics of the hairs.

I repeat, it all depends on the purpose. All options for imitating fringe can be both facilitated and complicated. The main thing is to soberly assess the need 🙂



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