LOL, shattering is so passe Layers upon layers tearing away to vaporizing fume driven soft body fragments, now where talkin…
Sorry, A CT
LOL, shattering is so passe Layers upon layers tearing away to vaporizing fume driven soft body fragments, now where talkin…
Sorry, A CT
Wow! Bunny’s hairs looks great!
Is hair2PRT script available with new beta? How was hair & fur baked in PRT? I want to try this approach on one of my grassy land scene…
The sample scripts should be in the Krakatoa\Scripts folder in a file called “Krakatoa_ParticleStream_MacroScripts.ms”
They are NOT evaluated automatically, you will have to go to that folder and run the script once to get the corresponding MacroScripts.
You are also free to change them if you feel like it.
They are sort of documented on
franticfilms.com/software/su … _value.php
The HairAndFur2PRT script takes a single selected object with a Hair WSM on top of the stack and snapshots the hair as splines. Then it runs along the splines and generates particles with varying density. You will be prompted whether to bake a single frame or the whole animation segment. All you have to specify is the output filename. In the future, I might add some parameters to control density falloff, colors, mapping, particle counts etc., but right now it is just a proof of concept.
NOTE that trying to render with Krakatoa and a Hair RenderEffect active will cause a crash, so be sure to either disable the Hair WSM or delete the Hair Effect.
This is on the known bugs list already.
In the case of the bunny, I rendered the bunny object itself as GeoVolume filled with pinkish particles to make it look like flesh, and white fur particles using a PRT created with the Hair script.