Forum: Poser - OFFICIAL


Subject: Using Blender nodes for body hair

basicwiz opened this issue on Feb 22, 2010 · 41 posts


lkendall posted Mon, 22 February 2010 at 6:00 PM

Displacement has limitations when trying to achieve realistic looking body hair. Real hair is attached at only one end, and most of it is not flat against the skin. Displacement cannot detach the "hair" from the skin, and when the hair colored skin is displaced from the surface, the sides will be skin colored or show reflection. If you cannot see the top well, you will not see the hair color. It will look like wrinkled skin. If you look at bagginsbill's ball example, you will see places where the hair color cannot be seen (lower right side of the ball).

If you want a more 3-D effect, then you will need to use Jepe's solution. Add a second M4 to the screen, inflate it with Jepe's inflation morph, texture it with the hair maps, and make all the rest of the figure transparent. The hair will then appear to be raised off the skin because it is. It should cast shadows, and look a lot more like hair. The hair can even be displaced. This method will also need all of the overhead of a second figure in memory, but Poser 8 and Poser Pro 2010 can handle the added work.

A caveat to remember. It is better to copy the figure already morphed and posed (in the Edit Menu), parent it to the original figure, and texture it with Jepe’s body and facial hair textures. Do not conform the second figure to the first, or it will lose its morph settings. If you change the morphs and poses in figure one, you will need to do the same in figure two.

LMK

Probably edited for spelling, grammer, punctuation, or typos.