I have little experience with offline rendering in Maya and will be looking into this further, but I have a few basic ideas on how I could derive some texture maps for animal fur using xgen. 1. Setup and groom the fur, render with Arnold, and right now I know that I can render an AO pass, and I assume a flat color as well,…
@musashidan , So, for example, if you had an unwrapped cube, and you covered it with xgen fur, you could do a bake that would transfer the normal map accordingly to the cubes UV's? My understanding was like Starboxx, that you could only render normals to the camera.
So, i managed to get a descent result with Zbrush fiber mesh, wich is the pic below. (This is just bent normal, which seems to get better result than a simple normal map, plugged in detail normal and the albedo from vertex color of the fibermesh - flat rough & spec values). Groom is far from optimal but this was just a…
Hey this is the only thread I've found that goes into fur baking for games. On the internet. I would love some more breakdowns. Like how would you transfer the vertex color from your hair to the lowpoly mesh. Is there a way to bake in the diffuse? And currently using xgen, you would just make the groom directly on the…
So, I did some tests and got a result using Ornatrix in Max and just the scanline renderer. Pretty straightforward, but ideally I would only use this for an underlying base layer for hair cards. Hair cards will still give you the best results because of the volume and layering you can achieve. Either way though, fibremesh…
I used marmoset toolbag to bake vertex color to low poly. not sure about an xgen workflow, but basically i create geometry hair and then bake that onto the low poly model. So whether you are using a spline simulation for hair or w/e, the idea is to turn it into geometry with vertex color and then bake that. Problem is that…
Welp, i am looking exactly into the same thing as you are. For now, i haven't tried to groom my animal in Zbrush beceause i don't really like the fibermesh beceause i think it always look too fake. What i have done is to groom in Zbrush, then export the geometry (so far i've managed up to 60M polys) and bake in Marmoset,…