Kristinka Hair 3 - Emit from Polymesh -- Error
- AmiCGIgirl
- Posts: 9
- Joined: 15 Feb 2022, 03:17
Kristinka Hair 3 - Emit from Polymesh -- Error
Hi guys,
I am getting an error when attempting to use KH3, Emit from Polymesh node. The error ice is giving me is: "The point locator reference resolved to a geometry and is invalid".
This produces a red error color on the KH3, Emit from Polymesh node.
I'm not sure where I've gone wrong because I've got the get data node referencing the polymesh hair emitter and strands seem to be produced as expected, yet the node is red and I'm getting this error.
Obviously I'm doing something wrong... any ideas ?
Cheers,
Ami
I am getting an error when attempting to use KH3, Emit from Polymesh node. The error ice is giving me is: "The point locator reference resolved to a geometry and is invalid".
This produces a red error color on the KH3, Emit from Polymesh node.
I'm not sure where I've gone wrong because I've got the get data node referencing the polymesh hair emitter and strands seem to be produced as expected, yet the node is red and I'm getting this error.
Obviously I'm doing something wrong... any ideas ?
Cheers,
Ami
- AmiCGIgirl
- Posts: 9
- Joined: 15 Feb 2022, 03:17
Re: Kristinka Hair 3 - Emit from Polymesh -- Error
Update: On further investigation it seems that this may have something to do with the texture coordinates. In the example provided with KH3, the follow nurbs lite example, I can see that in the scene explorer under mesh_emitter there is a clusters folder and in this folder it says Texture_Coordinates_AUTO However, in scene I'm working on I have a clusters folder but it says: Sample
I don't understand why mine is different or what I've done wrong.
I don't understand why mine is different or what I've done wrong.
- AmiCGIgirl
- Posts: 9
- Joined: 15 Feb 2022, 03:17
Re: Kristinka Hair 3 - Emit from Polymesh -- Error
UPDATE: My problem seems to be tied to the following: Get KH_MeshPolyID. The error says that the required attribute does not exist on the object (mesh emitter). Anyone have any ideas ?
Re: Kristinka Hair 3 - Emit from Polymesh -- Error
Hello
first of all, thank you for using this thing, almost eight years since I made the last version.
About "'emit from polymesh", in this case there should be ICE tree on poly mesh, with "initialize polymesh emmiter" compound applied. Ice tree should be active, all the time. If mesh is frozen for any reason, just re-create ICE tree.
Poly mesh - emitter should be triangulated. If not, it should work anyway, but, with unwanted, irregular distribution of hairs.
About texture projection, generally it's not necessary, however there is a chance that some compound needs this. Honestly I'm not sure, it was long time ago... "Sample" as a name of texture projection, possibly is result of obj file import. You can rename this to usual "Texture_Coordinates_AUTO".
If you are using samples, be sure to save SI file and (maybe) reload SI - samples are created in really old SI 7.01 version.
About Arnold - Kristinka was used a lot with that renderer. I think you need to use Arnold hair shader on ICE point cloud, and that's all.
If you have any more questions, I'm listening...
first of all, thank you for using this thing, almost eight years since I made the last version.
About "'emit from polymesh", in this case there should be ICE tree on poly mesh, with "initialize polymesh emmiter" compound applied. Ice tree should be active, all the time. If mesh is frozen for any reason, just re-create ICE tree.
Poly mesh - emitter should be triangulated. If not, it should work anyway, but, with unwanted, irregular distribution of hairs.
About texture projection, generally it's not necessary, however there is a chance that some compound needs this. Honestly I'm not sure, it was long time ago... "Sample" as a name of texture projection, possibly is result of obj file import. You can rename this to usual "Texture_Coordinates_AUTO".
If you are using samples, be sure to save SI file and (maybe) reload SI - samples are created in really old SI 7.01 version.
About Arnold - Kristinka was used a lot with that renderer. I think you need to use Arnold hair shader on ICE point cloud, and that's all.
If you have any more questions, I'm listening...
- AmiCGIgirl
- Posts: 9
- Joined: 15 Feb 2022, 03:17
Re: Kristinka Hair 3 - Emit from Polymesh -- Error
Hello Mathaeus and thank you so much for your VERY kind reply. I managed to get it working at last and I "think" that my issue was that I had neglected the "initialize polymesh emmiter", somehow I overlooked that...oops! I really appreciate all these wonderful hints and tips as they confirm all the little things I found while trying to debug my scene. I did also get Arnold working as well... so bit by bit my knowledge is increasing albeit slowly Lastly, thank you so much for creating these amazing tools (even if it's been a long time) it just proves how far ahead of everyone else the Softimage development community was ! Cheers, Ami
- sirdavid32
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- Joined: 10 Feb 2010, 04:36
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Re: Kristinka Hair 3 - Emit from Polymesh -- Error
I am curious if it will work with SYCles....
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Re: Kristinka Hair 3 - Emit from Polymesh -- Error
Sycles manual, page 19-21, explains PrincipledHairBSDF in the Kristinka Hair sample.
The point is that it is a Strand, so Attributes and so on work without any problems.
The point is that it is a Strand, so Attributes and so on work without any problems.
- sirdavid32
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Re: Kristinka Hair 3 - Emit from Polymesh -- Error
Are there any recent 2022-2023 Simple run-and-gun kristinka hair tutorials with forces applied? Like collisions and wind?
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Re: Kristinka Hair 3 - Emit from Polymesh -- Error
SirDavid !!sirdavid32 wrote: ↑16 Sep 2023, 06:12 Are there any recent 2022-2023 Simple run-and-gun kristinka hair tutorials with forces applied? Like collisions and wind?
For kristinka, I was already thinking of making like a "simple HairDew"
(which was mostly based on "kristinka" & "Strand Collision Framework" )
because although it simplified some things, it converted to and from everything including SI-Hairs, regular curves and strands,
(to take advantage of each) but a "strands only" solution could be "good-enough" and probably faster as each conversion would involve some overhead, while not necessary most of the time.
Also, simulated long hair still seems to be a "tricky thing" in either Houdini or Maya, while Blender is actually looking good or "not bad" in that arena
(simulating poly-strips binding strand hairlocks with interpolation)
Otherwise for Sycles, I have yet to render ANYTHING in the more recent version,
I went trough the new things list since my last go at it, and there is ALOT of new stuff.
(at least for me, and more on that later)
in any event, cheers & nice seeing you again!
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