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	<title>Comments on: p_HairTK, p_HairTK_shadow, p_shader_replacer</title>
	<atom:link href="http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/</link>
	<description>more serious than before (in a good way)</description>
	<lastBuildDate>Thu, 26 Jan 2012 13:50:37 +1100</lastBuildDate>
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	<item>
		<title>By: kappaisonline</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/comment-page-1/#comment-10688</link>
		<dc:creator>kappaisonline</dc:creator>
		<pubDate>Thu, 26 Jan 2012 13:50:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143#comment-10688</guid>
		<description>Hi David, 
if i wanna use these shaders with your method but linked to Shave &amp; Haircuts, how can i do it?
how works the connection of the shader replacer?
thanks for your help</description>
		<content:encoded><![CDATA[<p>Hi David,<br />
if i wanna use these shaders with your method but linked to Shave &amp; Haircuts, how can i do it?<br />
how works the connection of the shader replacer?<br />
thanks for your help</p>
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	<item>
		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/comment-page-1/#comment-10593</link>
		<dc:creator>david</dc:creator>
		<pubDate>Tue, 12 Apr 2011 10:30:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143#comment-10593</guid>
		<description>I think the difficulty you may encounter is getting the dynamics to transfer to the fur system - depending on how long you plan to try and make the fur. Long fur just doesn&#039;t seem to want to behave like hair. When ever I&#039;ve tried it I just get more of a flicking effect, than smooth flowing hair.

Let is know how it goes though especially if you get some good results.</description>
		<content:encoded><![CDATA[<p>I think the difficulty you may encounter is getting the dynamics to transfer to the fur system - depending on how long you plan to try and make the fur. Long fur just doesn't seem to want to behave like hair. When ever I've tried it I just get more of a flicking effect, than smooth flowing hair.</p>
<p>Let is know how it goes though especially if you get some good results.</p>
]]></content:encoded>
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	<item>
		<title>By: avidrucker</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/comment-page-1/#comment-10592</link>
		<dc:creator>avidrucker</dc:creator>
		<pubDate>Tue, 12 Apr 2011 04:19:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143#comment-10592</guid>
		<description>Converting paintFX to polys would be a last resort in my book. It&#039;s not that I intend to use dynamics, but I would like to maintain as non-destructive a workflow as possible. This would allow for a more fluid workflow. Recently I&#039;ve come upon threads that seem to indicate that you can extend fur (modify shape, flow) with a Maya hair system. I&#039;d like to leverage high quality (yet fast) rendering w/ p_hairTK and intuitive control (poly planes that drive nurbPlanes, curves, paintFX and a hair system (if necessary))... If I can insert or attach a fur system in there, I should be able hook p_hairTK in as its shader using your method above, right?

That said, I&#039;ll test out converting to polys too =) I&#039;ll let you know as I make progress getting fur in there =D</description>
		<content:encoded><![CDATA[<p>Converting paintFX to polys would be a last resort in my book. It's not that I intend to use dynamics, but I would like to maintain as non-destructive a workflow as possible. This would allow for a more fluid workflow. Recently I've come upon threads that seem to indicate that you can extend fur (modify shape, flow) with a Maya hair system. I'd like to leverage high quality (yet fast) rendering w/ p_hairTK and intuitive control (poly planes that drive nurbPlanes, curves, paintFX and a hair system (if necessary))... If I can insert or attach a fur system in there, I should be able hook p_hairTK in as its shader using your method above, right?</p>
<p>That said, I'll test out converting to polys too =) I'll let you know as I make progress getting fur in there =D</p>
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	<item>
		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/comment-page-1/#comment-10590</link>
		<dc:creator>david</dc:creator>
		<pubDate>Sat, 09 Apr 2011 12:17:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143#comment-10590</guid>
		<description>It is possible. Its not something I&#039;ve used on any projects though, so I cant say how well it will work. Maya hair is paintFX and as far as I know you cant shade paintFX in the same was as fur, so to use p_hairTK you&#039;ll need to convert from paintFX to polys. Doing this will assigns a maya hairTubeShader to the polys. You can override this by simply dropping the p_hairTK into the mentalray&#124;custom shaders&#124;material shader slot of the hairTubeShader1SG attributes. In this case there is no need for the p_shader_replacer.

If you end up trying this, let us know if the method is any good. Like, does lit look better than the paintFX?</description>
		<content:encoded><![CDATA[<p>It is possible. Its not something I've used on any projects though, so I cant say how well it will work. Maya hair is paintFX and as far as I know you cant shade paintFX in the same was as fur, so to use p_hairTK you'll need to convert from paintFX to polys. Doing this will assigns a maya hairTubeShader to the polys. You can override this by simply dropping the p_hairTK into the mentalray|custom shaders|material shader slot of the hairTubeShader1SG attributes. In this case there is no need for the p_shader_replacer.</p>
<p>If you end up trying this, let us know if the method is any good. Like, does lit look better than the paintFX?</p>
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	<item>
		<title>By: avidrucker</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/comment-page-1/#comment-10589</link>
		<dc:creator>avidrucker</dc:creator>
		<pubDate>Fri, 08 Apr 2011 06:50:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143#comment-10589</guid>
		<description>Hi David,

Thank you very much for explaining how to connect Maya fur and p_hairTK! =)
Quick question, is it possible to shade Maya hair with p_hairTK? I&#039;m at a loss how to connect the dots- I mean, nodes =D I&#039;m using Maya 2010 with Mental Ray, thank for your help!

Avi</description>
		<content:encoded><![CDATA[<p>Hi David,</p>
<p>Thank you very much for explaining how to connect Maya fur and p_hairTK! =)<br />
Quick question, is it possible to shade Maya hair with p_hairTK? I'm at a loss how to connect the dots- I mean, nodes =D I'm using Maya 2010 with Mental Ray, thank for your help!</p>
<p>Avi</p>
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	<item>
		<title>By: zeus_31</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/comment-page-1/#comment-10509</link>
		<dc:creator>zeus_31</dc:creator>
		<pubDate>Mon, 21 Jun 2010 06:12:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143#comment-10509</guid>
		<description>Hi David , Wish you well ! Beside great post . I since to have a little issues here , after I connected all necessary connection when I hit render and the result since to be no changes at all. Even I tweak its color on  p_HairTK1 and its appear no difference. Maya kept saying this warning message &quot; Warning: (Mayatomr.Custom) : p_shader_replacer1: reference to invalid instance, ignored //  

Kindly enlighten me with your ingenious technical taste of yours. Greatly appreciate David. 

Cheers.</description>
		<content:encoded><![CDATA[<p>Hi David , Wish you well ! Beside great post . I since to have a little issues here , after I connected all necessary connection when I hit render and the result since to be no changes at all. Even I tweak its color on  p_HairTK1 and its appear no difference. Maya kept saying this warning message " Warning: (Mayatomr.Custom) : p_shader_replacer1: reference to invalid instance, ignored //  </p>
<p>Kindly enlighten me with your ingenious technical taste of yours. Greatly appreciate David. </p>
<p>Cheers.</p>
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	<item>
		<title>By: Dag</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/comment-page-1/#comment-10485</link>
		<dc:creator>Dag</dc:creator>
		<pubDate>Fri, 07 May 2010 19:47:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143#comment-10485</guid>
		<description>Thanks alot for prompt reply!

Well, ok. Perhaps It&#039;s just in the way it is animated that makes it look like the highlights travel very fast.
I can&#039;t say what I want. perhaps it looks good then =)
There are 2 spots of highlights  you can adjust on the shader itself(something called deviation).
Anyway, played with those and seems I need both to make it look sweet. I don&#039;t really want to have too much other details in the texture or anything in this case since it supposed to fit Lucky Luke himself. So he&#039;s modeled, to be textured and now I&#039;m working on his hair. The way I&#039;ve gone about this is formed curves and then use them to attach paint effect strokes.</description>
		<content:encoded><![CDATA[<p>Thanks alot for prompt reply!</p>
<p>Well, ok. Perhaps It's just in the way it is animated that makes it look like the highlights travel very fast.<br />
I can't say what I want. perhaps it looks good then =)<br />
There are 2 spots of highlights  you can adjust on the shader itself(something called deviation).<br />
Anyway, played with those and seems I need both to make it look sweet. I don't really want to have too much other details in the texture or anything in this case since it supposed to fit Lucky Luke himself. So he's modeled, to be textured and now I'm working on his hair. The way I've gone about this is formed curves and then use them to attach paint effect strokes.</p>
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	<item>
		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/comment-page-1/#comment-10484</link>
		<dc:creator>david</dc:creator>
		<pubDate>Fri, 07 May 2010 14:02:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143#comment-10484</guid>
		<description>I&#039;m not sure what you had in mind. Those highlights look ok to me. Maybe post a reference to an example of the look you want.
(Thanks for the compliments btw)</description>
		<content:encoded><![CDATA[<p>I'm not sure what you had in mind. Those highlights look ok to me. Maybe post a reference to an example of the look you want.<br />
(Thanks for the compliments btw)</p>
]]></content:encoded>
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	<item>
		<title>By: Dag</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/comment-page-1/#comment-10483</link>
		<dc:creator>Dag</dc:creator>
		<pubDate>Fri, 07 May 2010 12:36:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143#comment-10483</guid>
		<description>Hey, great blog!
Been following it for some time and It&#039;s a really valuable resource. Really doing a great job so thanks for everything. 
I&#039;ve read and done some test with the hair shader and it is really cool. So this is my latest test and I&#039;m really happy with how it turned out. It&#039;s meant to be cartoony sort of greasy hair and so far I&#039;m happy, but when animated the higlights are really running over the strands and imo I don&#039;t think it looks really good. I think it can look better, just don&#039;t know how =/
So I&#039;ll post a clip and the scene file with the setiings. I don&#039;t expect anything by posting, but I guess the chances are greater than if I didn&#039;t =)

Looking forward to new great posts from you! Keep it up and thanks once again!!


www.thedagnode.com/tests/mental_ray_hair_test_2.avi

www.thedagnode.com/tests/puppet_hair_shader_test.ma</description>
		<content:encoded><![CDATA[<p>Hey, great blog!<br />
Been following it for some time and It's a really valuable resource. Really doing a great job so thanks for everything.<br />
I've read and done some test with the hair shader and it is really cool. So this is my latest test and I'm really happy with how it turned out. It's meant to be cartoony sort of greasy hair and so far I'm happy, but when animated the higlights are really running over the strands and imo I don't think it looks really good. I think it can look better, just don't know how =/<br />
So I'll post a clip and the scene file with the setiings. I don't expect anything by posting, but I guess the chances are greater than if I didn't =)</p>
<p>Looking forward to new great posts from you! Keep it up and thanks once again!!</p>
<p><a href="http://www.thedagnode.com/tests/mental_ray_hair_test_2.avi" rel="nofollow">http://www.thedagnode.com/tests/mental_ray_hair_test_2.avi</a></p>
<p><a href="http://www.thedagnode.com/tests/puppet_hair_shader_test.ma" rel="nofollow">http://www.thedagnode.com/tests/puppet_hair_shader_test.ma</a></p>
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	<item>
		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/comment-page-1/#comment-10405</link>
		<dc:creator>david</dc:creator>
		<pubDate>Wed, 12 Aug 2009 09:17:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143#comment-10405</guid>
		<description>If your fur is attached to a poly object, then the geometry shader host needs to be a poly object. And fur growing on a nurbs surface requires a nurbs host for the geometry shader.
Other than that, I&#039;m not sure.
What version of maya, and puppet shaders are you using?</description>
		<content:encoded><![CDATA[<p>If your fur is attached to a poly object, then the geometry shader host needs to be a poly object. And fur growing on a nurbs surface requires a nurbs host for the geometry shader.<br />
Other than that, I'm not sure.<br />
What version of maya, and puppet shaders are you using?</p>
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