blender particles

Announcements, requests and support regarding the Blender Indigo export script
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carbon
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blender particles

Post by carbon » Mon Jun 09, 2008 12:08 pm

hi, does anyone ever heard about working python script to convert particle hair, fur etc to renderable mesh? i've just found some outdated (after particle rewrite no more working) which was able to convert them to connected edges (not so usable but good start for modeling).
c.

pxl666
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Post by pxl666 » Mon Jun 09, 2008 6:54 pm

u'll have to ask smartden to implement such a function within blendigo...if this is possible ofkoz...

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Kram1032
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Post by Kram1032 » Tue Jun 10, 2008 2:29 am

there was such a script, though it only made verts/edges no faces, no thickness ;)

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SmartDen
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Post by SmartDen » Wed Jun 11, 2008 7:05 pm

indigo cann't render edges
Check normals, dude!

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Image

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carbon
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Post by carbon » Wed Jun 11, 2008 7:56 pm

SmartDen: yea, i know.. i just mentioned script ive seen long time ago which was able convert particle hair to edges which i than converted to beveled curves, this used to work a bit but not so practical due time consuming, but this script dont work anymore..

i just wanted to ask if someone knows any script, i've seen some time ago rendered fur in indigo and it was exported from Maya i think.. not sure

c.

alex22
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Post by alex22 » Wed Jun 11, 2008 10:48 pm

In 2.46 there is a button in the particlemodifier to convert to mesh.

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carbon
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Post by carbon » Thu Jun 12, 2008 1:15 am

:oops: really? maybe i should read release notes more carefully :) lets see what will happen.. thanks

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carbon
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Post by carbon » Sat Jun 14, 2008 10:38 pm

ok, particle hair rendered in indigo
particles -> converted to edges -> converted to curves -> realigned -> bevel + taper -> export :)

EDIT:
if someone interested
mesh_edges2curves (Edges not used by a face are converted into polyline(s), bundled in 2.46)
RealignPathAxis.py (Realign path to delete knots)
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Kram1032
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Post by Kram1032 » Sat Jun 14, 2008 11:14 pm

great :D

As there already are two scripts... SmartDen, do you think, you could do that automatically within Blendigo? ^^ (If it's not too complicated, that is...)

lar111
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Post by lar111 » Sun Jun 15, 2008 8:20 am

Wow, thats looks quite good actually.. I like the way the hair tapers down..I may have to have a go at that myself, is it very heavy polygon wise ?

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carbon
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Post by carbon » Sun Jun 15, 2008 7:12 pm

there is default 1000 particles and final mesh has 17000 verts, nothing really huge

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Post by BbB » Mon Jun 16, 2008 3:39 am

That's a very nice "proof of concept" here!

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Macrob
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Post by Macrob » Sat Jun 21, 2008 4:04 am

Hi! I´m also playing with the particle system. This is what I got so far (didn´t care much about lighting and materials as you can see):

- create the particles
- editing panel / modifiers tab -> Particles system -> convert
- script window / mesh / edges to curve
- add a BerzierCircle to the scene
- editing panel / TaperOb -> insert BerzierCircle name "CurveCircle"
- raise Bevel Depth and BevelResol
- convert to mesh
- make lighting and materials :)


But beware: Converting edges to curve takes a lot of time if you raise the amount of the particles. up to 1 / 2 /3000 is ok but the more the longer it takes.
The whole ball (first picture / 30000 particles / only one core active) took me about 5 hours to convert to curves :(
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Borgleader
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Post by Borgleader » Sat Jun 21, 2008 4:13 am

Woah...those renders are pretty intense. Nice stuff :) Is it realistic to use particle to create a carpet for example? Or would that be too long to render?

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Macrob
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Post by Macrob » Sat Jun 21, 2008 4:31 am

Macrob wrote: The whole ball (first picture / 30000 particles / only one core active) took me about 5 hours to convert to curves :(
It depends on how long you are willing to wait :roll:

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