我想尝试做类似这个。这是使用Blender的Hair Particle System来做一个简单的东西,这很有趣~ :)
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Render result, 1920 X 1080, 200 samples, 7 min 29 sec. |
The shader node I follow the nodes set, and also follow set the Cycles Hair Rendering and Cycles Hair Setting. But after I has encountered a problem is the hair distribution range. Then I think can use vertex group control the distribution range. So I create the vertex group for the Hair Particle System's Density and Length.
I add another Plane because I want to make the thing in the ground has real sense.
这个Shader Node我是跟着他的Node set,同时跟着设置Cycles Hair Rendering和Cycles Hair Setting。但这之后我遇到了一个问题是Hair Particle的分布范围。之后我想到能够用Vertex Group来控制分布范围。因此我做了Vertex Group给Hair Particle System的Density和Length。
我添加另一个Plane是因为我想做这个东西是在地面上有实在感。
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Overall |
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Vertex Group for the hair particle distribution range |
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