Hello everyone. Lurking forever, but decided to ask here about an issue I found, hopefully this is the right forum. One of my students is trying to add hair to a character in Maya/Arnold using planes (on a Standard Arnold Material) while some areas look great, we are having certain issues where the planes are intersecting…
i am using the newest version of arnold(maya) sorry it was late at night. im gonna try the thickness map. and yeah i mean the sss global, im using the aiStandardSurface that comes with arnold, not the alshaders.
Is it Arnold? I think Arnold has a feature of stitching those seams automatically even on UDIM patches .Also the geometry shouldn't have splits, hard edges. It's based on my Max experience although, not Maya
Yeah, I know but is so painful there. It really support UDIMs only with Arnold texture node and baking with Arnold is still so much a puzzle. It needs low res to be never intersecting hi res surface
Very nice, I like it. Only one question. Why did Arnold approach Lucian in the first place? If he hadn't, Lucian wouldn't have even known there was a ghost in the town, let alone that it was Arnold.
Max viewport hasnt got as many features as Maya. Either you need to find a hair shader material or use Activeshade with an Arnold renderer to preview any hair work in Max, The standard viewport renderer is pretty bad and it hasnt got Arnold IPR like Maya, Or decent quality shadows, Or RTGI. Make sure you set your…
Hey man :) Thanks a lot for feedback! In terms of Zbrush i use a shiny basic material in order to see forms better, it may be too much for presentation however :) For render i used bot Vray and Arnold for maya, last one is vray, i was trying it, the skeletal anatomy studies are done in Arnold. Now i switched back to arnold…