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    • So what are we trying to make here ? Standard wool carpet ? Or some other type ? Have you got any reference photos that show the sort of thing we're aiming for ? If it is the woollen type, then I think the mistake we're making is to use one thick 'hair' per clump, rather than lots of smaller hairs clumped into your larger groups, which i think will just give a more carpet-like effect. I'll have a play with that later when I can see what we're trying to match...   CBR  
    • Great work Bezo! Thank you I t really frustrates me that to change yours to longer or whatever, I seriously need to guess at how much to change things without understanding why. It seems like I ought to be able to put the Cloner in Object Mode with the Helix and have a spline at each vertex but in reality the splines are way off from there and I have no idea why. The same is true with the Spline Effector which also should have been straightforward and simple.
    • Thanks for the quick reply CBR! I've reduced the amount of hairs to a minimum( while still keeping it dense enough to feel like a rug) - There's still some banding though (more noticeable in zoomed out view), but it's definitely less. This does tell me that maybe density is not the core of the problem? I'm curious what you think i could do to improve realism on the individual strands and overall scene! i've been struggling with this thing for a while :)   scene2.zip
    • My guess was that it might depend on farm's particular setup, but many thanks for the response and for lending a little more clarity! -NpF  
    • Greetings to Hrvatska, from Brooklyn.   Thanks for the fast response - and for the clarifications! It's a pity about Xpresso keys not showing in powerslider, aspecially for non-dual-monitor types like me.   Best, Nik      
    • I have been doing further tests. Not finding anything I'd call conclusive, but I would say it's there even with GI, so I think the problem is in the hair somewhere. I think it's something to do with the sheer amount of hairs and the fact that so many of them intersect each other. If we turn down the end thickness of the hair to something like 0.2 the problem disappears because (if my theory is right) nothing is intersecting there anymore. Don't think I'm seeing any banding in this ?     So, that seems to be one solution, although of course it may not be the one you want. The other way to address this (again, if my theory holds water) would be to lessen the amount of hairs, whilst keeping start and end thickness as you had them. Here I culled about half the hairs you had going on in all 3 types...     Again, not seeing the banding so that seems to have also worked. So, that's my evidence - don't know how correct the theory is, but at least you have things to try...   Let us know how you get on, upload a result you are fairly happy with, then we can work on adding realism...   CBR  
    • OK, while I can see what you were going for there, in keeping your edge flow horizontally suitable like that, we do have to compromise that slightly to get enough geo for the buttons. But rather than getting that curve early on, and then manfully struggling later to get holes that do not disrupt that curvature, I think I'd start flat, get symmetry out, and start outlining those holes with the minimum amount of topology you need, which I judged to be this...     We need to keep our rims thin when they are this proximal. When connected, symmetried, and SDS'd, that looks like this...     ...which I decided didn't have enough topology under the biggest circle, so changed that thusly, and then got my FFD out to match the curve of that section...     Notice how the edge flow still goes mainly straight across the panel in the right direction to support the curve, but now does so in a way that also supports the holes.   It's a little higher poly than I would normally like, so perhaps were I to start the body after this, I would do it unconnected initially, by extruding out once, then splitting off that outer ring and deleting every other edge around it, and continue at 'half-res' until I had the basic shape, then apply 1 level of SDS to restore the subdivision we had before, lastly connecting it up to the buttons section. Does that make sense ?   Of course it won't be the only way to go, but it is what I'd try first...   CBR    
    • or maybe like this... https://www.dropbox.com/s/eq0w9cvn5pa7qja/Spline Wrap_0001.zip?dl=0   offset between cloned splines directly in P.X of cloner parameter, rotation of splines in Banking parameter of spline wrap rotation tab...
    • Great thanks CBR! I have it reoccurring in all my scenes. I tried different lighting setups, but all lights seem to create this effect to a degree. Maybe it's a setting in the hair/hair texture that can render it more smoothly? I'm purposely not generating geometry on the hair to keep things light, but it seems to add artefacts here & there. Like banding in the black hair gradients in this example as well. I noticed global illumination gets rid of this problem in particular, but would be great if i could avoid it. Also if there's anybody with tips out there to increase the realism without adding geometry/displacement to the hairs that would be super awesome. Thanks again!
    • Thanks for looking at the file! Generally so but yours goes wacko too with high numbers like I need. I slightly got it to work but the splines are not evenly spaced on the Helix like I had hoped for more control. Any ideas on how to keep all the splines on the Helix?   Lampbrush.c4d.zip
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