Hi all
Download for Kristinka Hair 2.2 is
here.
Short change log:
kH Follow NURBS nodes:
New node, called 'kH2 Follow NURBS Lite'. It has a minimum of exposed parameters, but it's able to accept multiple NURBS inputs. Each of them acts as a new node, in similar way with old 'Follow NURBS m(ultiple). This time ICE multiple port feature is utilized, instead of 'iterate with counter' stuff.
A 'big' kH2 Follow NURBS and kH2 Follow NURBS 2 have an option (it's called 'AB end'), to input the end point for layering hair. Default is still the automatic 'maximum in set'.
Filtering of node influence is simplified. Now, this rely only on cutoff distance, and UV limits. For example, anything more than 'Y min 0' or less than 'Y max 1', forces the node to catch only points 'bellow' NURBS surface, not 'around'.
Hidden option from kH2 Follow NURBS, that allows to 'extend itself into empty space', isn't there anymore. I don't believe anyone used it, but it had some small impact to performance.
Old kH Follow NURBS nodes are still here, in preset folder called 'z-legacy' or something.
kH2 Offset By NURBS:
Node for re-mapping the flow of kH2 Follow NURBS and kH2 Follow NURBS 2. Works in similar way as kH Offset Curves, but NURBS surfaces are used as inputs. Inputs acts in same way as Follow NURBS node - next has a precedence over previous.
Strand Extrusions:
Nodes for utilizing 'ICE strand extrusion' feature from NEST Melena or MT-Strands Addon. To get these nodes to work, NEST Melena or MT-Strands Addon should be installed.
Basically, all of them utilizes the way how meshes are created, by re-mapping indices between meshes and point cloud, which means:
- nodes can work properly, only for meshes created by mentioned addons.
- once the mesh is frozen, topology of mesh, as well as 'topology' of point cloud, should not change. For point cloud, 'rate' and 'segments' parameters should stay the same. Also, parameters from kH2 Subdivide Strands, or kH2 Optimize strands (if some of these two is used) should stay the the same. Anything else (applying additional 'form' nodes, modifiers..) is OK.
- it's *very* important to take care of dependency cycles. Before creating connections, remove any reference that can force ICE to think that dependency cycle exist.
Because samples were created with my own XSI 7.01, for mesh-to-point cloud direction, I've used intermediate point cloud. In SI 2010 and above, you can avoid this one by modifying compounds ( at least, I think so..). Basically it's replacement of 'ID To Location' node, with 'Point Index To Location', and re-naming custom attributes. I've added detailed instructions inside the compounds.
A 'hearth' of creating connections is 'kH2 Prepare For MT Extrusion' node. It's modification of node from MT-Strands addon ( a few parameters added, automatic use of already defined vectors for 'rolling', so on). This node should go at the end of ICE tree. It can stay there all the time.
Let's take look at some of them:
kH2 Stick Point Cloud To MT Extrusion
It sticks point cloud to mesh, allowing usage of modifiers (curls, bend), *after* the sticking node. Node is mainly for using simulation engines such as Syflex or SICloth.
kH2 Stick MT Extrusion To PointCloud
It does reverse, it sticks frozen 'polymsh_strands' to point cloud, used for creation. Count of mesh cross-section subdivisions need to be entered manually. Main parameters are still directed by 'kH2 Prepare For MT Extrusion' node.
kH2 Color Transfer On Hair Filler
This one is applied to second, hair filler point cloud. That allows to stick the mesh to 'guides' point cloud, as well as transferring colors from mesh to hair filler point cloud. Here, for baking to vertex colors, I've used Binary Alchemy RayLength and it's famous transparency-occlusion feature. Probably better way is just a transparent shadow shader and light rig.
kH2 Create Cylinders From MT Extrusion
is a general purpose node, that just creates the one or many cylinders from strand extrusions. That allow easy creation of clusters for later selections, UV projections, so on.
Fur:
kH2 Vector Field by Null and kH2 Vector Field by Curve
improved nodes for fur's orientation.'kH2 Vector Field by Null' has a few option more. Also, nodes are able to output just 'weight' that can drive any else scalar-per-point parameter. Because 'Vector Field by Null' can accept the group of nulls, it can be used instead of factory 'Modulate bu Null'.
As an small addition, I've added setup for rendering motion blur, using only un-simulated ICE trees (example: Fur-Motion-Blur.emdl). That means, no bother with simulation, caching, re-timing..... anyway, it's just approximation that takes velocity from emitter, that gives some acceptable result only for short strands.
Cheers