This is an AI based translation of my old russian tutorial. Enjoy! Hello everyone! with you – Andrew Krivulya Charly and with this tutorial I’m starting to record a basic course about the Ornatrix plugin. The course will consist of several parts. In each of which – I will speak about the all plugin parameters. To check the new features of the plugin, write a review and ask questions related to it… You can go to the official group in Facebook. To this community, we upload tutorials, demoreels, works in which Ornatrix was used and a lot of an interesting things. In the first part of the course – let’s talk about the basic settings of Ornatrix But before starting the lesson. Let’s download additional materials. To do this – go to Open the Materials4Tuts tab and download the materials which you will need. Clicking on the link – Part 1. In the archive you will find – the starting scene for 3ds max 2013 and 2016 We will start to learn Ornatrix with it. And also you will find the final scenes – in which I already configured the hair and HDRi – which is necessary for rendering. So, this was an introduction and you ready to go next. A brief overview of modifiers and rendering with a preset for V-Ray. So, to create the hairs on this sphere – select it and on a special panel Ornatrix click the first icon of the hair ball With the QH letters. As a result, a window pops up with presets from which you can choose to create feathers on object or hair creation preset – Furball. Just click on it – to create the hairs on this sphere. As a result, on top of our sphere will created the all modifiers which we will need. The first after the sphere is the modifier – which was named – Ox guides from surface. This modifier creates guides from an object. Next comes – OxEditGuides. By using this modifier – you can edit the each guide. For example, take a comb and comb hair in this way. In the next part – we will speak about this modifier in detail. After Ox Edit Guides comes OxHairFromGuides modifier. which creates hair from our guides. Next comes – OxRenderSettings which allows you to customize the hair thickness profile and global radius. And the last modifier is VrayOrnatrixMod. which will be used for hair rendering in Vray. In order to see what happens on the render let’s assign a VrayHairMtl material to our hair … In this scene – you will find it in the list. In this material, for greater realism – For diffuse, diffuse amount and transmission slots – I uploaded an OxHairMap. This is a special map – which allows you to manage the color of the tip and root of each hair. In opacity slot of this material I always upload a texture – which named VrayHairInfoTex. This texture allows you to do smooth transition at the tips which makes them more realistic. Click the render button to check what we will have on the render. As you can see, the result is quite acceptable. But we haven’t really set up anything yet. So, let’s now go over the main parameters of each modifier Except OxEditGuides and OxHairFromGuides. we will speak about them in the next part … So let’s select the first modifier – which named – OxGuidesFromSurface. and also turn off the all others for convenience. As I said before – this modifier creates guides on top of the object. and the first setting, that we see named – RootDistribution which is responsible for the location on the surface. Uniform Random RandomAreaBased RandomPerFace and VertexDistribution Usually in my models I choose – RandomAreaBased method. which is selected by default. You can also set the UV channel on which the guides will be distributed. Just use the UV Channel parameter for this. RootCount parameter is responsible for the number of guides on the surface. Also you can use matid parameter. That is – if you have a few materials which was applied to the object… Then you can grow hair on one of them by using this parameter. Just put it into the material ID field. The next option is Use subselection. which allows you to distribute the hair only on selected surface. For example, If you will create Edit Poly modifier above the sphere and select specific polygons then the hair will grow only on them. The “Topology Based” option is responsible for linking hair rotation to topology. This means that if the mesh will be deformed – hair rotation will still be linked to it. The next option allows you to load a displacement map and use it to influence to spread hair over the surface. There you can manage hair offset by using the offset parameter. Remember root position parameter allows to attach the hair to the surface during animation. In the Guide Generation tab by using the distribution map parameter you can set the hair distribution area just loading a black and white texture. The next parameter is Guide length which controls a hair length. And randomness allows you to set randomness for this lenght. The last parameter is Number points sets the number of points in the spline guide. The larger this amount, the easier it is to comb and edit a long hair. I will speak about Ox Edit Guides modifier in the next tutorial. since there are so many interesting tools If to speak about it briefly, then this modifier allows you to do hairstyle. comb the hair and so on … That is, it’s allow you to control the hairstyle. And about next modifier, which named OxHairFromGuides – I will also speak in the second part. Now let’s take a look at the parameters of the next modifier, which named OxRenderSettings. So – OxRenderSettings allows you to manage the hair profile and its global radius. Here, in fact – nothing complicated.=) And the next modifier … VrayOrnatrixMod give the ability to render hair in Vray. That’s all i wanted to talk about in this part In the next tutorial we will talk about the OXHairFromGuides and OxEditGuides modifier.

Ornatrix plugin. 3ds Max tutorial. Chapter 1.
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3 thoughts on “Ornatrix plugin. 3ds Max tutorial. Chapter 1.

  • December 8, 2019 at 2:38 pm

    HELLLLSSSS YEAHHHHHHHH.. I was waiting for this.. LOVE IT..


  • December 21, 2019 at 6:48 pm

    When will a second part be out?

  • January 22, 2020 at 3:40 am

    I will also speak in the second part


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