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Author Topic: PHUR v1.4  (Read 101329 times)

johnar

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Re: PHUR v1.3
« Reply #30 on: April 30, 2013, 12:16:13 am »

Aaaaah... :)
 Houston, we have effects....
 Nice one Raxx
 Thanks.    :)
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Josmic8or

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Re: PHUR v1.3a
« Reply #31 on: May 02, 2013, 05:18:01 pm »

Raxx you're awesome!
Gonna try this soon!
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Raxx

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PHUR v1.4 Released!
« Reply #32 on: May 24, 2013, 11:38:57 pm »

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:
  • Combs now have falloff (blending) for all of its parameters
  • Combs can influence length and radius
  • Strand Falloff name changed to Strand Shape
  • Direction name changed to Influences
  • Sink Multiplier parameter replaced with Divide Texture parameter
  • Divide Texture feature: Allows multiple textures per PHUR shape
  • Combs can favor one texture over the others
  • Long strands caused by combs automatically get their Y Divisions adjusted
  • Attributes now in effect:
    • distributionQuality
    • sinkMultiplier
    • minLength
    • minRadius
    • lockRadius
    • lockYDivs
    • paddingMultiplier
  • Complete Documentation

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!
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cooldude234

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Re: PHUR v1.4
« Reply #33 on: May 25, 2013, 12:53:11 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).
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$imon

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Re: PHUR v1.4
« Reply #34 on: May 25, 2013, 04:39:32 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.
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johnar

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Re: PHUR v1.4
« Reply #35 on: May 26, 2013, 11:15:58 am »


 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)  ;)

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siragin

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Re: PHUR v1.4
« Reply #36 on: June 03, 2013, 06:08:02 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.
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cooldude234

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Re: PHUR v1.4
« Reply #37 on: June 03, 2013, 06:17:27 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
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johnar

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Re: PHUR v1.4
« Reply #38 on: June 04, 2013, 05:18:29 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.   :)
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davdud101

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Re: PHUR v1.4
« Reply #39 on: June 05, 2013, 11:46:39 am »

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?)
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CrashDrive

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Re: PHUR v1.4
« Reply #40 on: June 05, 2013, 10:14:31 pm »

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.
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Raxx

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Re: PHUR v1.4
« Reply #41 on: June 05, 2013, 10:59:41 pm »

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.
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dwsel

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Re: PHUR v1.4
« Reply #42 on: June 06, 2013, 04:54:20 am »

Feature request idea: splines as a guide? Is this possible to do?
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Raxx

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Re: PHUR v1.4
« Reply #43 on: June 06, 2013, 10:38:39 am »

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.
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dwsel

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Re: PHUR v1.4
« Reply #44 on: June 06, 2013, 04:21:37 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?
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