Possible to load a reference object to SBH editor?
mmdestiny
Posts: 80
Hi folks,
I'm working on a scene where someone is sitting on one of those tacky 70s shag carpets. You know, the REEEEALLY shaggy ones. Like 4 inch shag.
I've got the carpet looking exactly how I want, but the problem comes to creating the impact around the character sitting on it. Sounds simple enough, but without being able to see the character in the editor, I'll have to eyeball it and constantly have to reload the scene any time I need to undo a change (since you can't undo a state change to SBH after exiting the editor).
Is there any way to load objects as visual aids into the SBH editor? I feel like...there's gotta be. People make hair+hat SBH all the time.
Post edited by mmdestiny on
Comments
Nope, not possible...But for "post-grooming" the hairs/furs in such a case, though you have no way to use maps for PR hair generation / clumping / scraggling / frizzing on the hairs/furs made with SBH Editor.. if you have Mesh Grabber (3.0), you still can deform them in the scene so as to make them "interact" with the character.
I was afraid of that. If it's just a matter of doing in "post" I can just export them to geometry and do it in C4D. I just didn't want to go that route because A.) it's destructive of the SBH functionality and B.)....that's a loooooooot of geo for C4D's repel brush tool.
you could always deform the surface the hair is growing on instead
make sure it's very subdivided
since it's covered in the hair it won't be as obvious the carpet is moving under the floor, have a large lock distance between it and the figure it"s smoothing collision is set to
you could even do this before growing the hair thus you can see where to bend them
Well, the route to whatever C4D, Blender, ZB is not really a workable method because you have no way to import the reshaped hairs/furs as morphs but just a pure mesh with heavy load of geometry.
But Mesh Grabber can directly work on SBH polylines with Preview PR Hair. Easy, fast with good performance as well ~~