Then use an expression to affect those stray hairs more in the magnitude of a noise modifier: $min=0.0100 #0.00,0.20 $max=1.5750 #0.20,10.00 For instance, you can create a global (float) expression by making use of the Expressions tab to set a percentage value of hairs that are designated stray: You can utilise expressions to affect a given percentage of hairs in one way and then affect the rest of the hairs in another way. This expression multiplies the magnitude of the noise by the hair’s length so that shorter hairs are less affected. Using $cLength, you can have a noise modifier that has more (or less) of an effect on hairs, based on the length of the primitives: XGen’s in-built expression language, seexpr, can use the final calculated length of the primitives as an input in expressions. Increasing Droplet Reveal Factor, decreasing Surface Radius, decreasing Kernel Factor and Increasing Resolution Factor will all increase detail. More control of the final look of the liquid can be achieved by enabling Bifröst Meshing in the bifrostShape node and adjusting the mesh settings. Bifröst attributes can’t be eliminated from meshes after creation.īifröst particles are assigned a liquid shader by default that can be rendered using mental ray. When a previously assigned collider is removed, the Bifröst attributes will no longer be connected in the Node Editor, but they still exist on the Collider Shape Node and appear active in the Attribute Editor and Channel Box. ![]() Remove Colliders, Emitters & Accelerators This expression cycles the archive object animation and adds a random offset based on the object’s index and ID number. ![]() When using animated archive objects, you can use an expression to offset and randomise the animation at a given frame: This expression uses a colour ramp and the $cLength parameter to control the primitive’s colour. You can control primitive colours based on length:
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