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- jlucca@dtd.com (Joseph Lucca) baffles us with:
- >I have project need to be done using Lightwave. I have couple questions:
- >(1) How to create the fur of polar bear?
-
- Here is an old short tutorial on doing fur that I wrote for 3DStudio
- users. It uses particle systems. I had thought that this algorithm
- was similar to the one used at Rhythm & Hues -- I have since found
- that it is in fact faster, though very similar. I expect that the speed
- incease is mainly due to hardware vs software implementations. I have
- heard rumors that another similar system is in use at Lucas.
-
- Before you go to far: it requires an SGI.
-
- ----
-
- I have received a surprising number of queries regarding fur. It's possible
- to make fur on 3D objects by using NatPix Blizzard, National Pixel's particle
- animation system for Silicon Graphics. This algorithm appears to be very
- similar to the one used at Rhythm & Hues for the Coca-Cola polar bears,
- though obviously implementation particulars vary.
-
- The technique requires multiple 3D render passes and one particle-render pass,
- along with some compositing (some of which may be performed directly in
- Blizzard).
-
- The algorithm is sketched-out as follows. I assume you have some familiarity
- with Blizzard -- if not, you may want to try the demo version at
- ftp.netcom.com:/pub/na/natpix/blizdemo.tar.Z, or through the NatPix WWW
- server at ftp://ftp.netcom.com/pub/na/natpix/html/natpix.html.
-
- The first 3D pass is a standard color pass. I recommend that some simple
- hairy details be painted-on the surface and bump-mapped -- we will be using
- these colors to color the hair later, so flat-colored surfaces will be
- boring. This image is "color.tif"
-
- (Blizzard accepts images in TIFF and SGI (.rgb) format. IRIX comes with tools
- to convert .tga, pict, and other formats to SGI format. I will use ".tif" here
- simply for clarity)
-
- The next pass is a "hair length" pass. We color the surface with a texture
- indicating the relative length of fur in that region. The image is rendered
- with full ambient color, no other shading. The result is a grayscale image map
- where long hair is brighter than short. Call this grayscale image "length.tif"
-
- The next images are designed to extract the X/Y components of the surface
- normal. This technique is described in detail in the Siggraph issue of
- 3D ARTIST in the article "Raytracing in Photoshop" by... yhos. Color the
- surface chalk-white (all diffuse, no ambient or specular), place an infinite
- red directional light to the left, and an infinite green direction light
- straight down. Render as "dir1.tif"
-
- Move the red light to the right, and the green light straight up. Render as
- "dir2.tif"
-
- Now composite. Make a new image from "dir1" and "dir2" -- multiply
- both by .5, then make a constant 128-gray image the same size. Add dir2.
- Subtract dir1. We now have an image which varies in red and green according
- to the surface normal (like a photoshop displacement map). Call the result
- "normal.tif"
-
- (The 3D ARTIST article also describes how you can do the previous few steps
- in a single pass using RenderMan, if you have it available)
-
- We also need a grayscale image showing the image contours. We can do this as
- the blue element of one of the "dir" images, or as a separate render. Place
- a (blue) light at the camera, shining at the chalk surface. Render. Subtract
- the blue channel from the alpha channel. You will have a grayscale image where
- all contour edges are bright, and face-on edges are dark. We will use this
- image to help modulate hair density along the contour edge. I often find that
- changing its dynamic range is useful -- push the blacks down so that more
- of the image is completely black. Call this "density.tif"
-
- Multiply "length.tif" by "density.tif" to get "nlen.tif"
-
- Now we start blizzard. Here's the basic script template:
-
- fami fuzz
- blur fuzz on
- shut fuzz 360
- matn fuzz density.tif
- pixs fuzz color.tif
- dire fuzz 90 0 1 normal.tif
- # varying the max speed here will vary overall hair length
- spee fuzz 0 8 1 nlen.tif
- size fuzz .35 .5 1
- lumi fuzz 1 1 1
- opaq fuzz 1 1 1
-
- base color.tif
-
- crea fuzz
- adva fuzz
- draw
- writ fur.tif
-
- "Fur.tif" will be the resultant furry version of "color.tif."
-
- Some steps could be varied or simplified -- for example, plush toys with a
- constant-length fur could be made without a "length.tif" element --
- "density.tif" would be used in place of "nlen.tif." Varying the luminance
- and opacity can alter the final look. Setting Blizzard render quality to some
- high value and texture-mapping each hair particle is another possibility (you
- may also want to tilt or spin the particles). Another technique to add to the
- mix would be a sensitive blurring of the surface along the contour edge
- before adding fur -- blur "color.tif," blur "density.tif," then composite
- the blurred and unblurred color plates using the blurred density element. Use
- this result as the "base" (background image) in Blizzrd, but leave "color.tif"
- as the "pixsrc."
-
- --
- =======================================================
- Kevin Bjorke National Pixel Products
- bjorke@netcom.com Mill Valley, CA
- (415)383-1638 Fax (415)383-1456
- URL ftp://ftp.netcom.com/pub/na/natpix/html/natpix.html
-
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