Hi guys,I have a little problem,I'm driving the hair & fur modifier using some splines but I cannot bake it down using the projection modifier since in the "Reference Geometry" tab it asks for a mesh. Problem is,if I turn the hair & fur into mesh I get a different look from the hair & fur render,so that's not an option...…
David,that mesh is not obtained by the spline,is the hair & fur option to convert it to mesh. Same with the splines,is the hair & fur option to convert to spline(and I just gave it some thickness so that is visible in the render). And in both cases,it is converting the hair & fur into something that look different,like if…
I would design the fur to work as a texture for a flat mesh, then map the finished texture set onto curved geometry. That way you could use a standard camera and render, to capture the fur as a texture.
Obscura,you're missing the point. Mesh from Hair and Fur is giving me a different hair distribution from the hair & fur setting,that's why I posted an image.Therefore I can't have a "planned" workflow that way,if I where to go with the mesh,then I would just be making random hairs...
Probably thats just the material that the hair&fur modifier applies, and you loose after making geo from it. You can drop together a similar mat manually, and bake using that. Mesh from spline should have basic uv coordinates, so you can even make gradients. But depending on where it will be rendered later, this much…
@Yoji Hey man, what I would suggest is creating 4 or 5 cards. Lay them out to create UVs. Then duplicate. I guess that is future reference unless you want to recreate your hair. With all your hair cards in place, you can attempt stacking the UVs on top of eachother. Here's a breakdown which I found very…