Today was a truly multi-tasking day. One of those tasks was this. Note the shag carpet, another product of modo 4 hair.

Making the math look real
Today was a truly multi-tasking day. One of those tasks was this. Note the shag carpet, another product of modo 4 hair.

Use of Fur Parametric Length Gradient to define hair shading, light at the skin to match, dark at the tip.

A fat cat….. I think I’ve gotten the hair shader down pat now (well, 90% or better).

Here’s a couple of dozen changes to reduce the shadow effects of the fur. Results, a clean bun-bun.

Thistle
This is an old exercise for a hair generator. Create a wheel and plant hair along the outer rim, with a small amount of deviation for the organic feel. I think this works, and it’s very easy to achieve. Duplicated the wheel and expanded the size a fraction to cover the texture zone. This was the quickest mask. All it needs is a stem and seed.

modo ( http://www/luxology.com/ ) has introduced hair into its latest release, 4.0.1, and I’m in the process of shaking down the upgrade. modo is my primary focus in 3D these days (last couple of years), and the rare major upgrades usually get my primary attention. And I am finding a lot of new stuff to shake down.
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While there are a number of new items in modeling, most of the new features deal with the new rendering engine. Hair, shadow catching, volumetric lighting, caustics, replication, animation advances, IK, are a few of new features that need my attention in the next few weeks. There are modeling advances as well, such as advanced snap to tools, which will simplify the making of clothing for models.
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So expect a lot of shakedown images, first encounters with new tools. And when I say new tools, I mean new to the modo studio. Many of these features I’ve handled in other studios, but modo has its own state of the art GUI, and its controls are new, so diving in I am.
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And like Rubber Ducky, I am awfully fond of modo.