![]() These are the things I would check first, in no particular order. Sometimes if even a single vertex is unaccounted for, xgen will populate in an unexpected and incorrect way. If they are different, that might be your issue. ![]() Make sure the UVs on your model are identical to the UVs on the model you used to create the hair system. Try exporting your original groom as a preset instead of a collection, and import it that way. This point is based on anecdotal evidence only.) (For context, I don't actually understand why there would be a difference. It can't hurt.ĭid you try batch rendering instead of using the it window for single frame renders? I know it sounds silly, but sometimes a batch render is more reliable and gives more accurate results, and your hair might look radically different. They are up to 21.6 now (I just got done fixing a major issue with one of my own projects by updating to 21.6 alone). There have been a ton of bug fixes and updates to Renderman 21 point releases. Below are some final maps and images.If you are using ptex maps to control the growth of hair, make sure those are referenced properly in your xgen properties. The end result was nice, but if I had to nitpick I’d say adding in brown dead moss would make this image even better. In the end, I turned on the double-sided transmit color in the diffuse and added in glass attributes for some extra translucency. I played around with different material attributes for the translucent, wet moss look. ![]() The colors are definitely darker and more solid than they should be. It turned out my scene was too small, so I eventually resolved this problem by changing units from Centimeters to Meters, and scaling up the whole scene (However this messed up my lighting badly, I now need to re-light everything ? ). Its a pretty simple set of steps if you can already get xGen to work with Renderman. ![]() I’ve tested rendering fur in the main snail file and it works, although fur was very sparse even when I cranked up density to max. Here’s the test render that finally did it just so I can remember this moment forever. (Image by him)Īfter following these directions, it should render. Add in %RMANTREE%\lib in the path environment variable of your system. – HL CuzcoWorkshop‘s comment under RM21 fur tutorial was very helpful. Set up the scene under project folder correctly and be sure to save the scene before rendering (see RM21 fur tutorial ) In maya.env ( create under C:\Users\yourname\Documents\maya\2018 in a text file), add in these two lines MAYA_PATH/bin and MAYA_PATH/plug-ins/xgen/bin In the meantime, I’ve added some cellular noise on the ladybug and it looks much more organic.Īfter days of stress trying to render fur and thinking of backup plans (learning Houdini and paint effects maybe?), trying what seems to be everything online, IT FINALLY RENDERED! Also a lot of people had this problem for those using Maya20, so hopefully Autodesk and Renderman get this fixed soon. Fixed a bug where materials for xgen archives were being ignored in RIS mode. I just keep getting this error “rfm Error: R16001 Cannot load procedural primitive DSO XGenProcPrim.” A bug that caused textured arealights to not render correctly in REYES. ![]() For 3 days I’ve been trying to fix this problem, and even preset fur from the Xgen library won’t render. You will also learn how to render the forest with Renderman 21 using its new shading. hair or curves that can be used to render in third-party engines such as Pixar's RenderMan. I’ve found out that Xgen in Maya 2018 straight out of the box is extremely finicky and refuses to render anything, even though the generated moss patch can be seen in the maya viewport. This course, Creating Realistic Foliage and Vegetation with XGen. You should complete this section before creating XGen hair. However, things didn’t go as smoothly as I’d hoped. I’ve started out modeling three different moss geometries to use as archives in Xgen. Their most important quality is that their leaves are really thin and translucent. So I found some close-ups for better reference. In the Output Settings group, make sure that Renderer is set to 3Delight. Looking at the reference, the moss looked close to peat moss. Creating the XGen Archive (Step 1) In the XGen Window, go in the Preview / Output tab. ![]()
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