P5y opened this issue on Oct 16, 2007 · 5 posts
P5y posted Tue, 16 October 2007 at 9:45 AM
As I do animation in preview mode , I really hate it that hair has no textures on the insides which is sometimes noticable from camera angles.
Atm , im doing all my animation in Poser , exporting to Daz ( which has a much better preview renderer ) and rendering in there.
Is there any other solution..?
operaguy posted Tue, 16 October 2007 at 10:39 AM
is the problem that the scalp shows thru?
If so, put a skul cap in place that can be visible and textured. I use 3Dream's Universal Skull Cap under dynamic hair. Just match the color and you can cover a lot of problems this way.
::::: Opera ::::
wdupre posted Tue, 16 October 2007 at 11:50 AM
I think P5y is talking about the difficulty that open gl has with rendering multiple transmapped layers. generally the transmapped layers underneath will dissapear. unfortunately that is a situation with open gl, it happens in studio as well though not quite as noticably as in poser.
operaguy posted Tue, 16 October 2007 at 11:58 AM
IC.
Well, i made valient attempts to do animation with non-dynamic hair, never got close. You just cannot get there unless your hair is very short. If the hair needs to move.....
Dynamic.
For rendering animations from the viewport, one strategy is this:
Make dynamic hair, but with a very low overall hair count, like 300 hairs total for all groups. But make the root width wide, say 10 and also the tip width. You can then toggle the dynamic hair "Show Populated" and you'll get some interesting results. If it looks too "anime", up the hair count.
NOTE: toggle off "show populated" while you run your hair simulation! Then toggle it back on after sim is done.
You might have to try both OpenGL and Screed (software) mode.
Good luck.
::::: Opera :::::
P.S. Just a thought on transmapped. Did you know you can change the display mode for just one item, as opposed to the whole scene? Try making the transmapped hair "toon." Or try other options.
I support the idea of making animations with preview render! Go for it.
gmadone posted Tue, 16 October 2007 at 8:36 PM
Those are backfacing polys. You can reverse the normals of the offending polys with the grouping tool.