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Author Topic: Creating fuzz on clothing automated  (Read 864 times)

artists@pttrns.ai

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Creating fuzz on clothing automated
« on: May 26, 2021, 01:27:22 PM »
Hi all,

This is my first post here and I would like to present you with a challenge.
For our company I have been given the task to create a fuzz layer on top of existing 3d models.
The models are clothing items from Clo3d which are really high poly and have a lot of materials in a multi sub object material.
For the fuzz I'm simple scattering a lot of squiggly lines (edit poly), 8 different ones in total.
The whole setup needs to be able to be automated in the future, so less (simpler) is more.

There are two problems I'm facing, one of which I think I can fix with the new version 7 of Forest Pack.

One

Assigning the fuzz to a few material id's only. The fuzz needs to be seen on clothing but not on stitches (which are also 3d geometry in the same model)
With the new version I can use reference distribution with material id's it seems, this would fix my first issue.

Two

I need to assign a single Forest pack that will show multiple textures acquired from the material id's. For instance a t-shirt can have a body with a striped black and white texture  but the collar is full red.
I want the forest pack to use multiple textures as a color input that go with the id's from the model.
So far I have tried using the Forest color, but that doesn't seem to work, also tried the corona multi map but that also doesn't work.

I could try exporting the clothing from clo as individual objects instead of a single piece of clothing but that will maybe create other problems in our pipeline.

I managed to create some really nice renders with the fuzz by detaching every single material id and creating a forest pack for each one but that is not the way to go for us.

If anyone could point me in the right direction it would be greatly appreciated.

artists@pttrns.ai

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Re: Creating fuzz on clothing automated
« Reply #1 on: May 26, 2021, 01:34:42 PM »
Here is a render of a few end results, the addition is minimal but adds a lot of realism.

artists@pttrns.ai

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Re: Creating fuzz on clothing automated
« Reply #2 on: May 26, 2021, 01:39:50 PM »
Attached one of the challenges, multiple textures needed to color one Forestpack instance.

Rokas

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Re: Creating fuzz on clothing automated
« Reply #3 on: May 27, 2021, 08:52:25 AM »
Hi.

Thank You for detailed explanation. Unfortunately that is still unsolved usecase for 1 ForestPack object.
« Last Edit: May 27, 2021, 12:41:13 PM by Rokas »
Rokas

artists@pttrns.ai

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Re: Creating fuzz on clothing automated
« Reply #4 on: May 27, 2021, 01:47:25 PM »
Ah ok that's to bad, thanks for the fast response. I'm going to create the setup in a different manner then.

artists@pttrns.ai

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Re: Creating fuzz on clothing automated
« Reply #5 on: May 27, 2021, 01:51:33 PM »
https://forum.corona-renderer.com/index.php?topic=33354.0

I askes the same question on the corona forum and I got a solution that needs multiple forest pack scatterers but uses a single mesh.

Rokas

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Re: Creating fuzz on clothing automated
« Reply #6 on: May 27, 2021, 01:56:50 PM »
I don't think it will work in UV mode (dont You need that?), but if that works for You then great!
Rokas

artists@pttrns.ai

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Re: Creating fuzz on clothing automated
« Reply #7 on: May 27, 2021, 02:41:29 PM »
You are right, I need it to work in UV mode which currently I'm using. As you can see in the attached images the XY mode with the ID works but scatters uneven.
The UV that I'm using covers my whole area but the ID is greyed out. Is there a way to scatter evenly across a surface in XY mode?

Rokas

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Re: Creating fuzz on clothing automated
« Reply #8 on: May 27, 2021, 02:51:13 PM »
That is how XY mode works:

It projects items from the "sky" down to the object You specified until it hits the surface:


What is overhanging is providing an "umbrella" for surface below it and steep slopes get seemingly less dense distribution.
Rokas

artists@pttrns.ai

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Re: Creating fuzz on clothing automated
« Reply #9 on: May 27, 2021, 03:13:53 PM »
Yeah I figured that out, no possible way of cheating in this mode?