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Post by eddgarpv on Dec 15, 2020 15:32:26 GMT -5
Hello all, So when rendering yeti nodes on agents, what is the process?:
1- My yeti node is on the rigged geometry, but should it be growing on the geometry inside Miarmy's geometry nodes? The ones used for randomization?
2- What is Export and Build fur data doing? I can see files written in Miarmy Render Global Folders, but I'm not sure I'm getting all the data needed.
I've done what the manual says, but isn't rendering fur at all. I'm using Yeti 3.7.1 / Arnold MtoA 4.0.1 / Miarmy 7.5.16 on Linux
Any hint?
-edgar
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Post by Yeah YANG on Dec 16, 2020 1:54:08 GMT -5
Dear Edgar, 1. It need to use the fur license, I'll send it to your mail box. 2. The steps are here: basefount.atlassian.net/wiki/spaces/MDE/pages/1334837276/Arnold+Procedural+FurCheers, Yeah Hello all, So when rendering yeti nodes on agents, what is the process?: 1- My yeti node is on the rigged geometry, but should it be growing on the geometry inside Miarmy's geometry nodes? The ones used for randomization? 2- What is Export and Build fur data doing? I can see files written in Miarmy Render Global Folders, but I'm not sure I'm getting all the data needed. I've done what the manual says, but isn't rendering fur at all. I'm using Yeti 3.7.1 / Arnold MtoA 4.0.1 / Miarmy 7.5.16 on Linux Any hint? -edgar
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Post by eddgarpv on Dec 16, 2020 13:03:08 GMT -5
It's all working now, thank you. I have additional questions regarding yeti variations for randomization of hair styles. I'm guessing I just have to add additional yeti nodes to the geometry and the system will choose one? I'll do some tests on this cheers! -edgar
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Post by Yeah YANG on Dec 17, 2020 4:19:02 GMT -5
Thank you for your reply.
Yes, you can only randomize the hairs by attaching them to separated geometries and randomize them at this point.
Best, Yeah
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