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General Category => ASL Scripts => Topic started by: Raxx on April 21, 2013, 09:20:25 am

Title: PHUR v1.4
Post by: Raxx on April 21, 2013, 09:20:25 am
(http://the-meadow.net/an8/Com/PHUR/title.png)
Title: Re: PHUR v1.0
Post by: johnar on April 21, 2013, 12:53:15 pm
 Hi there Raxx.  This is awesome. I added phur to unsubdivided mesh, converted phur to mesh and then 'joined solids'. Now it sticks to animations. Have done a couple of tests on springy. Unable to post an animated gif, but have put a very short clip on youtube.



 Rendered very quickly.

 Will keep playing with this and keep you posted as i discover new things.....
 Really cool plugin.  ;D
Title: Re: PHUR v1.0
Post by: lppena on April 21, 2013, 03:22:44 pm
Very cool bro, and thanks for posting the script. Leroy.
Title: Re: PHUR v1.0
Post by: cooldude234 on April 21, 2013, 07:34:11 pm
Very cool bro, and thanks for posting the script. Leroy.
I thought you were going to say "cool story bro" :P

Good job on the script rax, this should hopefully make it easier to use than the previous fur script ;)
Haven't downloaded it yet, but does it allow deconstruction of the generated fur (IE if you apply the fur, can you unapply the fur), if not do you have plans to do this(because that's one thing I hate with a lot of the scripts with anim8or)?
Title: PHUR Updated to v1.1
Post by: Raxx on April 21, 2013, 11:09:21 pm
Glad you guys like it!

johnar, nice to see Springy growing some Phur ;)

lppena, you're welcome, and thanks

cooldude234, one of the great things about parametric shape scripts is that it's pretty versatile compared to regular command scripts (I'm guessing those are what you're referring to). I made PHUR so that if you're tired of looking at the fur, you can apply a dummy material to it and it'll revert back to the frowny face after you OK it. It'll retain all of the settings, and to restore it just reapply the original material to it again. Alternatively, you can just select it and hide it if you want to work on the base mesh(es) again. Lastly, you could just apply a different material (be it a copy or otherwise) to whatever face or mesh you want to unapply the fur.

Another advantage to PHUR being a parametric shape is that the file size imprint is close to nil if you save it without converting to mesh. The file only saves the parameters, not the mesh generated!

[edit] By the way, attached is an example of multiple materials w/ fur on one mesh, kind of neglected to show it in action


I'm going to go ahead and update to v1.1. New features:

Please read the documentation to see the changes that were made since the last release. This script is almost done...just gotta implement combing capability and give better falloffs.
Title: Re: PHUR v1.1
Post by: cooldude234 on April 22, 2013, 07:44:51 pm
That is great Raxx :D
This for sure will add a lot of stuff to anim8or!
Title: PHUR v1.2 Released
Post by: Raxx on April 23, 2013, 12:07:52 pm
I hope so, though honestly most of the artists here won't need fur, since most prefer inorganic modeling. I tend towards organic though, and had been wanting to make a fur script for a while now (to make a realistic squirrel, of all things). Anyway, after this who knows. Trees, grass, and foliage?

Update to v1.2! Includes comb capability and progress bar in the console. I'm rather proud of the comb thing, it's about the best I can do given ASL's current limitations.

By the way, I forgot to mention that all the fur strands are UV mapped so that it unfolds across the texture (cylindrical for the geometric type, and planar for the transmap type).

I plan on just a few more features after this, the documentation is all updated. I also removed most of the images since it was getting too cluttered.
Title: Re: PHUR v1.2
Post by: johnar on April 23, 2013, 12:46:13 pm
 I just want to say, don't leave town in the next few days, theres  a friend or 2 of mine that want to say thank you.  ;)
Title: Re: PHUR v1.2
Post by: captaindrewi on April 23, 2013, 01:55:47 pm
Medal and hall of fame Raxx, having fun here.
Title: Re: PHUR v1.2
Post by: kreator on April 23, 2013, 02:35:31 pm
Another Good Job Raxx, couple of tests with Ted:


(http://www.anim8orworld.com/Images/ted_with_phur1.jpg)

(http://www.anim8orworld.com/Images/ted_with_phur2.jpg)



Different Fur lengths and depths. If I crank down the distance it takes a phenomenal amount of time locking up the machine with only one core, will try on my quad core at home.

Does it use a transmap material if I use  3 and above in phut type   
Title: Re: PHUR v1.2
Post by: Raxx on April 23, 2013, 06:09:46 pm
Glad you guys are trying it out! I discovered a major bug with the comb thing--I kind of broke it in one of my last minute changes before updating -- I uploaded v1.2a with the fix!

kreator, good to see you stress testing PHUR! 3 and higher reverts to a transmap shape only. I know this causes potential problems with the base mesh, as far as I can tell you have two options: Convert to mesh and apply a transmap material separate from the base mesh, or give the base mesh a huge-scaled planar uv map so that a completely opaque part of the transmap covers all of it. I prefer the latter option unless the base mesh is already unwrapped and needs its own texture.

The same idea applies to geometric fur as well, since you could have potential conflicts if you want to use a texture map on the fur strands (my minotaur uses gradient color maps mixed with some ambient color). You'd have to either convert to mesh or scale the base mesh's UVs to a location on the map that has a suitable color, unless the base mesh looks good enough as is.

The more realistic or in-depth you want the PHUR, the more thoughtful you'll have to be. If you take the time to create a base mesh that you are happy with, and take the time to comb the PHUR how you want it, then there won't be much preventing you from finalizing it by converting it to mesh and then customizing the materials. However(!), if you really like your PHUR and want to back it up just in case, simply copy and paste it and the combs into a separate object before converting the PHUR to mesh and deleting the combs. Like I said before, the .an8 file size imprint is extremely small for parametric shapes, so there's no reason not to.

I know I'm kind of rambling now but I also noticed that Anim8or does its general processing with only one thread. So you need a fast core to reduce the generation time, and more than one core if you don't want to lock up your entire computer until it's done. I'll be emailing Steve a list of ASL requests, and multithreading is going to be one of them.

captaindrewi: I'd forgotten about the more abstract. Good to see you using it in style ;)

johnar, thanks, but I may end up vanishing just like tha- *poof*
Title: PHUR v1.3 released
Post by: Raxx on April 24, 2013, 11:10:36 pm
Guess what I just implemented in the new release?


(http://an8.the-meadow.net/Com/PHUR/r5.png)

Title: Re: PHUR v1.3
Post by: cooldude234 on April 25, 2013, 04:14:17 am
Multiple, randomized meshes?
Title: Re: PHUR v1.3
Post by: Raxx on April 25, 2013, 06:56:47 am
Kind of. You can define your own fur strand(s). If you have more than one then it'll randomly choose between whatever's there. You can use combs or random bending, falloff, etc just like with the other PHUR types.

(http://an8.the-meadow.net/Com/PHUR/r6.jpg)

Using high-res meshes does take a while to generate though. The minotaurs in that image took about 30 minutes to generate, and Anim8or took hours to render it. It resulted in almost 700k polygons, so I guess the generation time is sort of understandable.

(BTW I tested it with RIBRobin->3Delight  and it renderered in less than 5 minutes)
Title: Re: PHUR v1.3
Post by: cooldude234 on April 25, 2013, 11:57:55 pm
I have a technical question raxx, what algorithm/formula did you use to distribute the meshes onto the surface of the polygons (I've been trying to figure out how to do that for distributing grass in my engine at run time)?
Title: Re: PHUR v1.3
Post by: Raxx on April 26, 2013, 12:49:31 am
I didn't use any known algorithms for it (known to me anyway), so my method is probably not the most efficient, nor is the distribution perfect. But here goes:


A flaw with this is that regardless of how small the polygon is, there is guaranteed to be an origin at every original vertex and midpoint of every polygon. Also, like I said, the distribution won't be perfect. But they will be spaced pretty consistently, as you can see if you test out tiny spacing on a single quad. You probably don't have to use the midpoint and can instead pick any point on the edge for the second step -- I just preferred to make sure the midpoint was always in there.

I'm not a huge fan of that method, but it worked well enough, and I'm a pragmatic person :P For a game engine, if everything is triangulated you end up having a higher concentration of edges and midpoints, and therefore more origins regardless of what kind of spacing you desire.

Attached is an image that shows how my distribution looks on a quad that gets divided multiple times. As you can see, there's a pattern on each polygon that you can make out, when the spacing is very low -- this pattern probably won't be noticeable at all on terrain, however. To help reduce the pattern, you can loop through all of the origins and randomly take out a number of them, prior to generating the grass.
Title: Re: PHUR v1.3
Post by: cooldude234 on April 26, 2013, 02:54:21 am
Thanks, this will help me get an understanding of how to implement something like this into the engine.
Will try to take a crack at it sometime in the next day or two.
Title: Re: PHUR v1.3
Post by: captaindrewi on April 26, 2013, 03:12:21 am
"Make my own PHUR Strands?
To implement your own strands, take note of these things:
When modeling a strand
It must have STRAND_PHUR at the beginning of its name
It must have the same material as the PHUR and base".

Where would i put a strand [model]?
have 1.3 but console says 1.2.
Title: Re: PHUR v1.3
Post by: Raxx on April 26, 2013, 03:15:57 am
Oops, forgot to update that little header. Shame on me.

You can place the strand anywhere, the script doesn't use its location in world space. So long as it has "STRAND_PHUR" in front of its name, and has the same material as the PHUR and base mesh, it'll work.

[edit]Note that you can't delete it, or else PHUR won't be able to use it. You can just tuck it away somewhere out of sight.
Title: Re: PHUR v1.3
Post by: cooldude234 on April 27, 2013, 05:52:37 am
It seems to not be idiot proofed.
If I accidentally click on one spot with the
Oh wait, I was clicking a broken script not even related to any of yours raxx XD

However I cannot change the amount of stands without subdividing the mesh. I don't if I'm just being an idiot again or if it's something else but I made this pic :D
Title: Re: PHUR v1.3
Post by: johnar on April 27, 2013, 12:30:35 pm
 Sorry to butt in guys....
 Havn't got in to experimenting much yet, but....

 Phroyd just LOVES his new hair... ;D

Title: Re: PHUR v1.3
Post by: Raxx on April 27, 2013, 02:03:59 pm
Nice pic, cooldude234! To increase strand amount without subdividing, you have to set the spacing pretty low. The spacing is in Anim8or units, so if the length of the edges are smaller than the spacing, or if the distance between the midpoint and outer vertices are smaller than the spacing, you won't see any extra strands popping up. Even a spacing of 10 is usually too high unless you're working on very large polygons.

johnar, I honestly have no idea what to say, haha. Nice job with the hair dynamics.
Title: Re: PHUR v1.3
Post by: cooldude234 on April 27, 2013, 07:52:32 pm
Ah, I was being stupid, I was setting the spacing up not down XD
Also I don't see how you'd think 10 is overly high but okay (I won't complain to the hands that make the scripts :P).

I feel like there's an anim8or binge coming up ;)

EDIT: LOL johnar, love the hair shake at the end :D
Title: Re: PHUR v1.3
Post by: cooldude234 on April 27, 2013, 08:01:56 pm
I found a BUG raxx!!! It was crawling on my screen, then it landed on my desk, it was an ant!
But I also found a bug in the script, when I group the phur and base object together, the phur dissapears. I'm not even sure if this is just the way anim8or want's to handle it or if its fixable in the script code itself, but I thought I'd let you know anyway.

EDIT: it crashed when I ungrouped it ):

EDIT: the image shows spacing at 1, it's not super dense at all, and spacing at 10 was ridiculously spaced apart
Title: Re: PHUR v1.3
Post by: Janro on April 28, 2013, 02:06:51 am
Skies! What sorcery is this?

This looks pretty good Raxx. Amazing in fact. I'd try it once I find a keyboard with a numpad- my laptop has none. I'm too dependent on my hotkeys. xD I suppose this is just static phur? Sorry if it was mentioned. Just skimmed through the posts.

p.s. Hi anim8or community long time no see :3
Title: Re: PHUR v1.3
Post by: Raxx on April 28, 2013, 03:10:18 am
cooldude234, I neglected to mention that grouped meshes were ignored. Parametric shapes get regenerated when grouped (but not when ungrouped), so if the base mesh was grouped with the parametric mesh, then the parametric mesh no longer has an ungrouped mesh to work with. Not sure why it crashed, but to be safe don't group the fur (other weird things happen as well). There isn't much reason to group PHUR anyway (don't seriously generate PHUR unless you're satisfied with the base mesh, and you'll be fine). I would implement groups if it wasn't so...complicated...

Janro, thought you disappeared for good! Glad you're back. Yes, PHUR is static in that it doesn't go swishing around by itself. It's generated in the object editor, so at best you can rig it and animate it or use morphs on it. You can however comb it or give it a random bending direction in the parameters.
Title: Re: PHUR v1.3
Post by: neirao on April 29, 2013, 08:06:43 pm
 :o
RAXX THIS IS AMAZING!
I only see this now, im try!!
thanks!
Title: Re: PHUR v1.3
Post by: Raxx on April 29, 2013, 11:45:36 pm
Thanks neirao, I hope it proves useful to you :)

Johnar, referring to your ghost post, as you probably found out parametric shapes don't work with morph targets. It's a nice idea however, and I think would be great if it were implemented. A long time ago an old member named Howitzer had created a tool called MorphEnvy, perhaps you can find it somewhere (http://www.anim8or.com/smf/index.php?topic=3875.msg27918#msg27918) (if you don't already have it), and it might convert between parametric shapes (assuming they have the same number of divisions, and they are converted to mesh first).

I think I'm about done regularly working on PHUR. I went ahead and updated to v1.3a, with two bug fixes:


Otherwise the development of this plugin has nearly run its course!
Title: Re: PHUR v1.3
Post by: johnar on April 30, 2013, 01:34:14 am
 Hi Raxx. Thanks for your reply, and that link is good for 'MorphEnvy and Watergen.  Cheers.
  Plenty of possibilities here, with Phur, to keep  busy for quite a while.
 A gr8 tool to hav. Thanks again.
 
 sorry to say, but I think i'm missing something when it comes to using Combs....?

 I made a sphere, converted to mesh, added Phur, with length of 50, and spacing of 5.
 Added a comb, resized and rotated it, and moved it onto the sphere mesh so it was covering half the mesh and the Phur on that half...  (So far, so good... luv the way you can manipulate the comb, is in keeping with other Anim8or tools.)
 But, its like, how to 'apply' the comb to make an effect.
 I double clicked the comb, and thought by clicking 'ok' it would act like an 'apply' button. ?
 But nothings happening....?
  Sorry if i've missed something obvious... ::)

  Janro  ;D  Gr8 to c u.  Have also been absent for some time. Good to see another familiar face reappearing. ;)

 
Title: Re: PHUR v1.3
Post by: Raxx on April 30, 2013, 02:38:31 am
Unfortunately you can't use one shape to refresh another. So instead of double clicking the comb to see its immediate effects, you have to double click the PHUR shape. Also, make sure you set the Direction parameter in the PHUR shape to '1' for its strongest effect, with any value between 0 and 1, 1 and 2, and 2 and 3 having different weights for the normal vs combed vs random effects. Sounds complicated in writing, but if you test out the range of values you'll see it's pretty easy to figure out.

I might have to write better documentation sometime :P
Title: Re: PHUR v1.3
Post by: johnar on April 30, 2013, 04:16:13 am
Aaaaah... :)
 Houston, we have effects....
 Nice one Raxx
 Thanks.    :)
Title: Re: PHUR v1.3a
Post by: Josmic8or on May 02, 2013, 09:18:01 pm
Raxx you're awesome!
Gonna try this soon!
Title: PHUR v1.4 Released!
Post by: Raxx on May 25, 2013, 03:38:57 am
So, before the Bunny & Squirrel project, I was satisfied with where PHUR was. But then the project started somehow, and then $imon started suggesting things and we realized other things needed to be implemented...so a week later I finally have (almost) all of the features installed that we were talking about.

v1.4 Released!

New Features:

I slaved for (3) days on this documentation! Read it before you use the PHUR script or ask questions!

The download is attached to the first post. Hope you guys find a use for it!
Title: Re: PHUR v1.4
Post by: cooldude234 on May 25, 2013, 04:53:11 am
I forgot to mention this suggestion to ya raxx,
could you please make it possible to have a different texture for your base mesh and a different texture for the phur strands.
This would help out in so many ways (I can work around it, but it's not a fun thing to do and I can make changes without reverting back to a previous model).
Title: Re: PHUR v1.4
Post by: $imon on May 25, 2013, 08:39:32 am
Thanks so much, Raxx! This is an awesome update & I appreciate all the work you did to make it happen.. Congrats ;)
I'm sure it'll be put to good use.


cooldude: The plugin depends on the material of the mesh to define where the strands will go (you can add multiple materials to the same mesh to get more variety ). So the material is crucial to the plugin I'm afraid. It's not too bad to switch out the material of the base though, you can for example make a duplicate and hide the temporary one.
Title: Re: PHUR v1.4
Post by: johnar on May 26, 2013, 03:15:58 pm

 You're a God-send Raxx.  Well done, and thank you very much.
 The updates are awesopme.
 Phur is a great tool and opens up a huge amount of 'phurry' possibilities.
  A real keeper. Will be used often. (actually, pretty well non stop at the moment )  :)

Well done on the documentation too.!! Absolutely indispensable. 
 And the 'Debug Output'!!!  Just Loving it.   ;D

 Lots of potential here. (hair)  ;)

Title: Re: PHUR v1.4
Post by: siragin on June 03, 2013, 10:08:02 pm
I just downloaded the phur plug in and it looks really interesting but after reading the documentation im still confussed about how to use the comb feature. When I try to use it the hair does not change.
Title: Re: PHUR v1.4
Post by: cooldude234 on June 03, 2013, 10:17:27 pm
I just downloaded the phur plug in and it looks really interesting but after reading the documentation im still confussed about how to use the comb feature. When I try to use it the hair does not change.

Same with me, I'm sure I'm still trying to use it butt backwards
Title: Re: PHUR v1.4
Post by: johnar on June 04, 2013, 09:18:29 am
 Hey there guys.
 C if this helps to shed some light  ;D

Using combs after creating hair.

 1) select the 'phur comb button' and drag out the dial thing. Move it to where you want it, covering some mesh as well as fur. (Scale comb with scale tool if needed, turn comb dial if required.)

 2)double click 'comb' shape to do any editing in the comb parameters, then click ok.

 3)Now, double click the 'phur'shape,  to bring up the parameters of the 'Phur'. (Not the comb shape).
  In the "phur' parameters, put a '1' in the 'influences' box. Click 'ok' and the comb should now be affecting the phur.
 You can keep going back in to phur and comb parameters after that, and will pobably see that there is already a '1' in the influences box, but thats alright because the changes you make will still come into effect when you push ok again.
  Hope that helps.   :)
Title: Re: PHUR v1.4
Post by: davdud101 on June 05, 2013, 03:46:39 pm
Raxx. This is insane. I can't wait to give it a shot- it looks fantastic!! (Although strangely similar to that one other old plugin.... Mesh-to-point, I think?)
Title: Re: PHUR v1.4
Post by: CrashDrive on June 06, 2013, 02:14:31 am
Hey Raxx, wanted to give this a try, but I can't download the PHUR v1.4 zip file.
Getting a 'source file could not be read' error.
Title: Re: PHUR v1.4
Post by: Raxx on June 06, 2013, 02:59:41 am
CrashDrive, could have been a temporary server problem. It downloads fine on my end. Give it a try later and see if it works.

davdud101, the concept is similar to that and grassgen, and many other scripts and programs. PHUR has a few more features to it though ;)

I know the comb part was a little vague in the documentation. So thanks johnar for the step-by-step. When I next update PHUR, I'll probably add a video tutorial to walk users through it.

The next update will have better length and radius blending between combs (the current version is terrible). Also I'll be separating the current combs into different-colored ones that do specific things. Such as a green one for length, radius, and spacing, a red one for texture divisions, and a blue one for direction. And if I can get it to work properly, I'll make it so that the strands will face in the direction they're bending, which is necessary for trans-map fur.
Title: Re: PHUR v1.4
Post by: dwsel on June 06, 2013, 08:54:20 am
Feature request idea: splines as a guide? Is this possible to do?
Title: Re: PHUR v1.4
Post by: Raxx on June 06, 2013, 02:38:39 pm
Do you mean using splines to represent the PHUR, or using splines to create the shape of the strand (lathing), or using splines to show how it should bend (extruding along its path)? The first isn't possible with ASL since ASL can't create splines, only read them.
Title: Re: PHUR v1.4
Post by: dwsel on June 06, 2013, 08:21:37 pm
Do you mean using splines to represent the PHUR, or using splines to create the shape of the strand (lathing), or using splines to show how it should bend (extruding along its path)? The first isn't possible with ASL since ASL can't create splines, only read them.

I meant the third option - using splines as a guidelines, so read only would be sufficient. Something like described here: http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-4BCFC5E4-266F-43AA-A552-77CC241F9D1E.htm,topicNumber=d30e415332 Grow a strand at each spline according to its shape then interpolate the PHUR strands either in sequential splines (like in this document) - this would be great to create more complex haircuts, or another kind of interpolation: "interpolate everything that lies within the maximum distance" for more casual hairstyles.

The image shows 3 guide-splines. On the next subimage there is a first proposed interpolation method (according to the link posted) so that strands are interpolated between the 1st and 2nd and then between the 2nd and the 3rd guideline along the whole length. The third subimage shows the interpolation method interpolates between all splines having points that lie within the given distance. When the distance is greater then the spline segment is not considered 'neighbour' any more and there's no interpolation occurring between these segments.

What do you think about this idea?
Title: Re: PHUR v1.4
Post by: Raxx on June 08, 2013, 06:47:48 pm
I see. It's a good idea, one that I had considered a little in PHUR's early development stages, but the problem with utilizing spline guides in Anim8or is that it's not easy to make them by hand. You have to draw out the spline, then rotate and position them perfectly, and then likely have to tweak them. Most cases would require a dozen or so spline guides to get good results. A full-blown shaggy animal would require a hundred or more.

PHUR is for fur. Not long fur, just short fur. Granted, it can be used for a lot of other things, but not for realistic hair. Before I turn PHUR into something with hair capability (using spline guides), I would rather wait for Steve to implement the creation of splines via ASL first. This way I can generate the spline guides automatically and the user only has to tweak them.

Though I said that, I'll add it to the to-do list anyway. It'll require quite a lot of code modifications, so I won't prioritize it over the other things on the list for now.
Title: Re: PHUR v1.4
Post by: davdud101 on June 09, 2013, 11:40:52 pm
RAXX!!!! This is brilliant! It's like the EXACT THING I needed Mesh2Pt to be!! With even MORE features than I needed!! You're fantastic :P
Title: Re: PHUR v1.4
Post by: Unobtainium on July 09, 2013, 10:39:54 pm
Thanks Raxx.
I will have a go at this with some technical stuff in mind that requires lots and lots of jagged or spiky meshes.

Now, if there was a way to know the surface area-to-volume- ratio of the model with PHUR (based on total surface area and bounding-volume), or perhaps several measures of ratios.
Such a feature would be really nice, IMO.
Title: Re: PHUR v1.4
Post by: daniel99 on November 22, 2013, 10:08:19 am
Wow, I just found this. But I have a little...problem. It works a little too slow for me, and it kinda crashes if I make more than 2hairs/face. I have quadro2000 graphics card and 32gb of memory... So, what can I do?
Title: Re: PHUR v1.4
Post by: Raxx on November 22, 2013, 01:38:56 pm
Start with a large amount of spacing and relatively few divisions, and then increase those as you get used to the impact the parameters have on the output.

As for kinda crashing, I'm assuming you mean it just takes a bit of time to generate. Anim8or becomes unresponsive when generating a parametric shape, which is what the fur object is. Look at the console window for a progress update, as mentioned in section 8 of the PHUR manual.
Title: Re: PHUR v1.4
Post by: daniel99 on November 22, 2013, 08:04:00 pm
Cool. It will take awhile until I'll master your amazing script and how to get the most realistic looking fur possible. I'm also thinking, would be nice if only the original mesh would need the rigging, so the fur would follow the mesh. When I'm rigging the fur, sometimes it gets stretchy at the knees and elbows. :)
Title: Re: PHUR v1.4
Post by: Raxx on November 22, 2013, 08:44:30 pm
Yeah, it's one of the disadvantages of having separate editors in Anim8or. That kind of stuff would be best done in the Scene Editor, but ASL has no mesh generation/editing capabilities in that editor, and probably won't for a long time.

There is a request in the Feature Request Thread (http://www.anim8or.com/smf/index.php/topic,4647.0.html), Object Script Controller, that would allow me to make PHUR into a physically dynamic script in the scene editor, but it all depends if Steve adds that feature.

For animation, the best results would be a mix of morph targets and painted weights. This way you can adjust the vertex weights to reduce the stretching.

I created MorphIt (http://www.anim8or.com/smf/index.php/topic,4651.0.html) specifically to allow animated PHUR via morphs. However it is a pretty inefficient program, so large amounts of PHUR result in very slow loading times and/or crashes...one of these days when I have the time, I'm going to go back and recode both PHUR and MorphIt. I'm positive I can make them perform more than 200% faster with better results.
Title: Re: PHUR v1.4
Post by: daniel99 on November 22, 2013, 09:06:33 pm
You have no ideea how useful your scripts are. I really appreciate you put so much time into it. Thank you.
Title: Re: PHUR v1.4
Post by: dwsel on November 23, 2013, 09:21:40 pm
Wow, I just found this. But I have a little...problem. It works a little too slow for me, and it kinda crashes if I make more than 2hairs/face. I have quadro2000 graphics card and 32gb of memory... So, what can I do?
Anim8or is still 32bit app - it won't use more than 1,7GB of memory or 3,5GB with Large Address Aware flag. You can set it to be 'on' with this little utility: http://www.techpowerup.com/forums/threads/large-address-aware.112556/ It should make it less crashy (at least when it comes to out of memory bugs).
Title: Re: PHUR v1.4
Post by: daniel99 on November 24, 2013, 03:51:00 pm
Thanks, dwsel. I've tred that, but unfortunately doesn't feel to render faster. Would be great if Steve will make anim8or to be able to use more memory.
And of course...activate IK.
Title: Re: PHUR v1.4
Post by: Maximilianibus on June 01, 2014, 06:21:14 pm
Somehow I'm too stupid to use this. Is there maybe a video available?
Title: Re: PHUR v1.4
Post by: Raxx on June 06, 2014, 10:39:52 pm
Sorry for the late response. Have you read the Getting Started chapter that starts on page 7 of the included manual, and tried the Step-By-Step in there?
Title: Re: PHUR v1.4
Post by: davdud101 on April 15, 2015, 06:32:29 pm
Can you repost the manual, Raxx? I'm digging thru these threads looking for it hehe
[EDIT]: Oop- nevermind! Found it!
Title: Re: PHUR v1.4
Post by: Unobtainium on March 20, 2017, 03:52:51 pm
Glad you guys are trying it out! I discovered a major bug with the comb thing--I kind of broke it in one of my last minute changes before updating -- I uploaded v1.2a with the fix!

kreator, good to see you stress testing PHUR! 3 and higher reverts to a transmap shape only. I know this causes potential problems with the base mesh, as far as I can tell you have two options: Convert to mesh and apply a transmap material separate from the base mesh, or give the base mesh a huge-scaled planar uv map so that a completely opaque part of the transmap covers all of it. I prefer the latter option unless the base mesh is already unwrapped and needs its own texture.

The same idea applies to geometric fur as well, since you could have potential conflicts if you want to use a texture map on the fur strands (my minotaur uses gradient color maps mixed with some ambient color). You'd have to either convert to mesh or scale the base mesh's UVs to a location on the map that has a suitable color, unless the base mesh looks good enough as is.

The more realistic or in-depth you want the PHUR, the more thoughtful you'll have to be. If you take the time to create a base mesh that you are happy with, and take the time to comb the PHUR how you want it, then there won't be much preventing you from finalizing it by converting it to mesh and then customizing the materials. However(!), if you really like your PHUR and want to back it up just in case, simply copy and paste it and the combs into a separate object before converting the PHUR to mesh and deleting the combs. Like I said before, the .an8 file size imprint is extremely small for parametric shapes, so there's no reason not to.

I know I'm kind of rambling now but I also noticed that Anim8or does its general processing with only one thread. So you need a fast core to reduce the generation time, and more than one core if you don't want to lock up your entire computer until it's done. I'll be emailing Steve a list of ASL requests, and multithreading is going to be one of them.

captaindrewi: I'd forgotten about the more abstract. Good to see you using it in style ;)

johnar, thanks, but I may end up vanishing just like tha- *poof*

Did you guys ever discuss multi-threading in Anim8or? It would be super awesome to at least have basic support for threads in ASL.