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Hi, I'm Digifran.
We will harness the power of the Hair module for rendering dynamic lines.
We started with the concept.
For this,
create a cube
we do editable
So we get in edges
select all.
mesh
command, edges to spline.
and we creates
a spline object with all edges of the original.
we hide.
and see
the spline is created.
now
we put an object PolyFX
of MoGraph
as a child,
mode
spline
we say
that transforms
at 0.1
0.1 and 0.1
for us part
this what you will do
is separate
all segments
of the spline
we put 0.1
and this spline
what we do
is put as a child
a Connect
and from here we can add hair
add hair
and
hair in menu guides
put Spline Guides
and we have already
a hair
in each edge
see, scores 12 hairs. 12 edges, 12 hairs.
if you want to add more hairs
just have to go to the spline
intermediate points instead of none, we put subdivided
we put a distance of
eg 50
the amount of hair you want to put
100,
have there
contained 24
24 hairs.
okay.
so let's put some segments 4
which in this case is worth,
depends on what you want to achieve,
are added to the hair more or less segments.
Now we go to dynamic
properties
disable Fixing Roots to hair
and Hold Roots we put 0.
and as you can see
how it moves.
now
we will unroot the object roots
for that
we need to remove the object
Connect
they put a green dot, which means that our hairs
are already separated
the original.
if we put
a sphere for example
place it here below
for colliding
we added a Collider
and give the play
we see that our hairs
are colliding with this sphere, the largest we
well, see,
our hairs, lines, and are separated from the object.
Now let's render them
in fact, if we give render already rendered,
but let them to our liking
for this,
color,
to be a uniform color
eliminate one of the knots
and on the other will put, for example, this color
to speculate for now we leave as is
and width
tickness
let's keep the two that are the same, both the root and the tip
good
if now we give to render
see
if we give the play
and has created a render
all
of all hairs.
This is the theory
but we will see it on the fly,
open a new document,
content browser,
and for example
choose
this whole city
which has many buildings
eg
we will make editable,
Editable do this, and this
and this,
all editable
and the ground as well,
select all the children,
connect and remove
all these tags that no longer serve us
the remove,
So we set in mode edges,
and we all have our object lines,
mode edges,
selected, first let's optimize
mesh command, optimize, to eliminate
the lines are superimposed,
and mesh
commands,
edges to spline,
and we created here
our spline with all lines
of the figure,
Now do the same as before,
MoGraph - PolyFX
we put as child
object, mode spline
in transform, with this separate
all segments of the spline,
and if we
check
which is separated, then
we can simply add random
and then we see,
only the segments are separated,
if you want more, you know,
here
we can subdivide
for example put 100 cm
and see all the pieces
that have been created,
request information,
and we see that we
415.000
points
but good
for now we'll leave
in none, as it is,
we eliminate the random,
and here we added
a Connect
as a parent
and now we add
we add hair,
guides
we put
spline guías
we are 31.822
hairs,
one for each line,
we put 4 segments,
so that the scene is not too heavy,
and now, if we give the play, we see how they move all
we'll hide
all this,
the original lines and we just hair.
let dynamic
we say
disable
fixed roots
and put into hold roots
0
and we can eliminate this,
and we have
everyone
hairs
loose,
and now as there is nothing
how collide
with gravity itself as having, fall,
if we are to forces
has a gravity of 9.81
that we can put 0 for example
and what we do is add
wind,
create wind effect,
and we say that is down
we rotate 90 º
backward
least 90 to go down
we say that has a force
eg 50
eg turbulence 18
we can prove
and give the play
and now you see how
all hairs are going ...
are destroyed
and falling under its own weight.
Here you can play
with other values
we can change ...
before, we will change the color
this
color
we put
having a color ...
well... pink
and has a size
0.5
by 0.5
and so you can see how quickly
we will tell you is a size
this big
going to put 720
and render it in the picture viewer
let's stop for a moment because we are in the frame 99
and will take more
observe what has taken
took less than a second to render this image
let's put a little thicker this
to the line we will put
1 and 1
and render it
in the picture viewer
has fast 1 second INCREDIBLE.
let's stick render us
from 0 to 30
for example
one second per frame
incredible
well then here you can add more
more factors such as
a turbulence
the wind we can say that it
stronger if you want
if we want to, we can also
instead standard rendering
put the physical renderer
and activate
motion blur
put a camera
to serve us
to play
with the shutter speed
and we put the camera instead of 30
ie 8
and an opening
2.8
Well, you see
how blurs
depending on the speed that takes
And now a question of placing lights go
and other
to
get
this: