My Fenrir wolf doesn't look furry. {RESOLVED - THOUGH DON'T KNOW HOW}

WillowRavenWillowRaven Posts: 3,787
edited June 2015 in The Commons

There's a displaced option, but it doesn't look very displaced, lol.

Any suggestions or am I missing something?

Working in DS4.7

Post edited by WillowRaven on

Comments

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    The critter just doesn't seem to be very furry; there are tufts of bristles behind the legs, on the chin and shoulders, a bottle-brush tail and a couple other places, but most of his skin is smooth. And it's a displacement effect, so there's nothing to see until after rendering. I wonder if I can use LaMH to get a better fur effect.

  • WillowRavenWillowRaven Posts: 3,787
    edited December 1969

    Even after render, it looks smooth to me. But I would LOVE a LAMH preset. I'm going for a 'black dog' effect. Wolf-ish, mythical, etc.

  • ValandarValandar Posts: 1,417
    edited December 1969

    If you're using Iray, I don't have shaders for it ready yet. Effectively, Iray doesn't do sub-polygon displacement, meaning that the "tufts" just swell a bit, rather than look like dirty, spiky fur tufts.

    If they're there and it's not enough, I must apologize. The intent was a monstrous, diseased wolf monster, actually.

  • Richard HaseltineRichard Haseltine Posts: 102,848
    edited December 1969

    Iray will do fine displacement, by use of the SubD level on the mesh and then on the Iray uber shader, but it's expensive in terms of memory use.

  • WillowRavenWillowRaven Posts: 3,787
    edited December 1969

    I haven't made the switch to Iray just yet. It took me three years to go from DS3 to 4, lol.

    But some LAMH would be absolutely spectacular :D

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    A couple of things when it comes to displacement...shading rate matters a lot. For very fine displacement (hair/fur) it MUST be at 0.1 or LOWER. The 'fineness'/resolution of the displacement map is important, but the super-fine shading rate is probably just as important.

    And while the direction the buckets travel (horizontal, vertical, zig-zag, etc) usually doesn't matter, when it comes to fine/large distance displacement of something that is supposed to be 'strands' (hair/fur/grass) then you need to have the buckets moving in a direction parallel to the main axis of displacement...so if you've got hair sticking up, use a vertical order. This will prevent 'clipping' at the bucket edges.

    Also, doing these things will increase render times...especially if you are using a shader that has 'trace displacements' option (and you turn it on).

    Oh, yeah...fur/grass needs some pretty large max numbers...the min can be 0, but max should be at least 1 (that makes it a full cm) and up to 3 or 4 (longer than that and you really end up with too much clipping). Adjusting the bucket size UP will help eliminate some clipping with large max values.

  • KaribouKaribou Posts: 1,325
    edited December 1969

    I haven't made the switch to Iray just yet. It took me three years to go from DS3 to 4, lol.

    But some LAMH would be absolutely spectacular :D


    If you have the full LAMH, you can make your own. Alessandro exported the hair on his arctic fox as an obj and rendered it in Iray. http://www.daz3d.com/forums/viewreply/813885/ Discussion on how it was done follows a few posts later.
  • WillowRavenWillowRaven Posts: 3,787
    edited December 1969

    I don't have the full LAMH product. Just the freebie for presets.

    I am liking some of those Iray renders.

  • WillowRavenWillowRaven Posts: 3,787
    edited June 2015

    Just in case anyone is curious, when I rendered at 5000 pixels, the displacement showed up. I don't know why it didn't at 700.

    Here is the final work:

    Pure-Magic--final-cover-art---signed---web.jpg
    2000 x 1385 - 268K
    Pure-Magic-front-cover---low-rez---web.jpg
    1250 x 2000 - 255K
    Post edited by WillowRaven on
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