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Showing posts with the label ephere

How to Create Procedural Hair Cards in Ornatrix App: A Step-by-Step Workflow

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Hair cards are one of the most common ways to bring hair into real-time engines and games, but building them by hand, strand by strand, is slow and hard to iterate on. In this tutorial, Marsel Khadiyev walks through how to build a full hair card setup in Ornatrix procedurally, starting from a raw scalp groom and ending with an exportable hair card atlas that combines both scalp hair and eyebrows. Why go procedural A manual hair card workflow usually means placing individual cards by hand and re-doing that work every time the hairstyle changes. The procedural approach in Ornatrix keeps every step as an operator in the stack, so nothing is locked in. Strand count, card width, texture assignment and color can all be revisited at any point without rebuilding the groom from scratch. Building the base groom The workflow starts from Ornatrix's New from Templates option, selecting the Human template to load a pre-fitted scalp. This template includes two separate parts, the scalp ...

Ornatrix for Cinema 4D V4: What's New in Procedural Hair, Fur, and Feather Grooming

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The Next Evolution of Grooming in Cinema 4D Ornatrix for Cinema 4D V4 is here, bringing a major update to procedural hair, fur, and feather grooming directly inside Maxon Cinema 4D . The release focuses on giving C4D artists a fully non-destructive workflow , from raw guides to a finished, production-ready groom, without leaving the C4D pipeline. What's New in Ornatrix C4D V4 Curved strand extension with the Length Operator Brush Textures Merge Operator overlap resolution and blending Mesh from Strands group meshing Automatic hair texture generation Warp Roots Clump Manipulators Frizz Scale Randomness groom_Color export to Unreal Engine via Alembic New procedural hair grooming workflows Curved Sinks in Surface Comb Why This Matters for C4D Artists Ornatrix has historically been strongest on 3ds Max and Maya , so a major version bump for Cinema 4D is a significant step for the platform. The new export path to Unreal Engine via Alembic , carrying groom color ...

Ornatrix for Cinema 4D: Realistic Frizzy Hair with Scale Randomness

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Why Frizzy Hair Needs More Than Just Frizz Frizzy hair and dreadlocks rarely look uniform in real life. Every strand curls, thickens, and twists a little differently, and that inconsistency is exactly what reads as realistic to the eye. Recreating that kind of natural variation in a 3D groom has always meant extra manual work, strand by strand. The Problem: Frizz Without Individual Variation A standard Frizz modifier applies the same scale behavior across the whole hairstyle. It adds texture, but every strand still moves and scales in a fairly uniform way, which can leave dense frizzy styles like dreadlocks looking slightly artificial. The Solution: Scale Randomness in Ornatrix for Cinema 4D v4 Ornatrix for Cinema 4D version 4 introduces a new Scale Randomness parameter inside the Frizz modifier. It lets every individual strand randomly change its own scale value, adding natural chaos to the whole hairstyle without any manual per strand adjustment. Step by Step Workflow ...

Ornatrix App Beta Groom Panel Tutorial: Parameters, Python Script and Export to 3ds Max

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Ornatrix App Beta Groom Panel Tutorial: Parameters, Python Script and Export to 3ds Max A hand built Ornatrix groom is usually a stack of operators only the artist who created it fully understands. This tutorial shows how to turn that groom into a reusable, parameter driven asset that any artist on the team can safely adjust, using the Groom panel in Ornatrix App Beta. The problem: grooms that only the original artist can touch A groom built from many operators and parameters gives full creative control, but it is fragile to hand off. If someone else needs to reuse or adjust it, they either have to understand the entire operator stack or risk breaking the look. The Groom panel in Ornatrix App Beta solves this by letting the artist expose only the parameters that matter. The solution: the Groom panel By default the Groom panel is empty. Pressing Edit opens a mode where parameters can be added in two ways: Auto Generate, which exposes every parameter of every operator in the gro...

How to Create Volumetric Hair Meshes in Ornatrix for Cinema 4D

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How to Create Volumetric Hair Meshes in Ornatrix for Cinema 4D If you are working on real-time apps, creating stylized characters, or preparing models for 3D printing , you know the pain of manual hair retopology . Converting dynamic grooms into clean, closed geometry can take hours of tedious work. What if you could fully automate this workflow? With Ornatrix for Cinema 4D , generating grouped hair meshes is a 100% procedural, non-destructive process. Let's break down how to instantly convert your hair guides into volumetric geometry. The Procedural Grooming Workflow In this tutorial, we will cover how to easily generate a grouped hair mesh using pre-clumped hair. Instead of modeling by hand, we let the modifier stack do the heavy lifting. Step-by-Step: From Strands to Volumetric Mesh 1. Procedural Clump Meshing Open a scene containing some pre-clumped hair. Select the Clump operator and, in the Object Tab under the Sub-Clump section, turn on the "...

How to Extend 3D Hair in Cinema 4D Without Losing Shape: Ornatrix Tutorial

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How to Extend 3D Hair in Cinema 4D Without Losing Shape: Ornatrix Tutorial Welcome to another Charly Tutors grooming guide. Today we are diving into a common issue every 3D artist faces when working with hair simulation and grooming pipelines in Maxon Cinema 4D . The Pain: Unnaturally Straight Hair Ends If you have ever tried to increase the overall length of your grooms in 3D, you know the struggle. You spend hours brushing and styling the perfect flow, but the moment you tweak the "Strand Length" parameter, the ends shoot out completely straight. They start looking like stiff wires, and you instantly lose the entire dynamic curve of the hairstyle. The Solution: Curved Extension in the Length Operator To fix this natively within Ornatrix for Cinema 4D , we need to look inside the Length Operator . Instead of manually adjusting vertices or completely rebuilding the guides from scratch, there is a simple checkbox that changes the game - the "Curved Extension...

Mastering Guide Distribution in Ornatrix 9: The Create Brush Pipeline (3ds Max Tutorial Part 3)

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  Introduction: The "Bald Spot" Problem One of the most common issues in 3D hair grooming is uneven density. When you create your initial guides from the mesh, you often end up with gaps or "bald spots" that ruin the final interpolation . Many junior artists try to fix this by manually creating single guides and dragging them into place.  Stop doing this.  It leads to "crossing" artifacts where the new guide doesn't match the flow of its neighbors. In  Part 3  of my  Introduction to Ornatrix 9  series, I am going to show you the engineered approach using the  Create Brush  pipeline. The Workflow: Math Over Manual Labor Here is the breakdown of the techniques demonstrated in the video: 1. The Plant Tool Instead of guessing where a guide should go, use the "Plant" tool. It calculates the vector interpolation between two selected existing guides. This ensures that the new hair root inherits the exact direction and curvature of the surrounding f...

Mastering the Mask Pipeline in Ornatrix 9: Strand Groups & Selection Hacks (Ep 2)

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  Welcome back to the Charly Tutors blog! Today, we are diving into Episode 2 of our new collaboration series with Ephere . We are tackling one of the most common frustrations in 3D grooming: Managing Chaos . When creating graphic hairstyles like a sharp Bob cut , working with a single hair object can quickly become a nightmare. You try to comb the back, but you accidentally mess up the internal layers. You try to select the roots, but you grab the tips. The solution? The Mask Pipeline . What is the Mask Pipeline? The core concept is moving away from "eyeballing" and towards a procedural, grouped structure + painted masks for distribution and etc . In this tutorial, we demonstrate how to assign specific Strand Groups to logical zones of the head: Occiput (Back) Temples (Sides) Bangs (Front) By using the Edit Guides modifier, we can instantly isolate, hide, or lock these groups. This gives you surgical precision over your groom. 🔥 The "Strand Len...

Stop Struggling with Guides! Ornatrix 9 Basics | Ep 2

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  RU voice  here Welcome to Episode 2 of our Ornatrix 9 Mini-Course ! 🎓 Today we cover Guide Selection and Parting setup . Author -  @charlytutors  Music -  @imagineartofficial  💡 Cheat Sheet: CTRL - Add to selection ALT - Deselect SHIFT - Change selection radius Tip: Enable " Affect Selected Only " to comb precise areas. Fix: If Rotate doesn't work, turn OFF " Modify Roots ". Plant Tool : Use it to add missing strands. Subscribe so you don't miss Episode 3! 🔔 #ornatrix #3dsmax #3dhair #grooming #andrewkrivulya

Ornatrix 9 Masks Pipeline | Hair Grooming Basics | Ep 1

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  Starting a new groom can be chaotic without a proper structure. In this episode of " Introduction to Ornatrix 9 ", I break down the Masks Pipeline - a clean and efficient method to control your hairstyle from the very beginning. I will guide you through the process of using painted density masks to generate guides, and show you how to master the Surface Comb modifier . You'll learn how to use Sinks for precise direction control, why checking the documentation is vital, and how to use advanced features like " Affect Whole Strand " to adjust length dynamically. SOFTWARE: Ornatrix 9 for 3ds Max Instructor -  @charlytutors  Key Moments: 00:00 - The Masks Pipeline: Separating the scalp 00:20 - Importance of references & hairlines (ZEN article) 00:42 - Setting up Guides From Mesh & Distribution Maps 01:05 - Initial length adjustment 01:33 - Adding the Surface Comb modifier 02:00 - Pro Tip: Always check Ephere documentation 02:27 - How to cre...

Mastering ZBrush Hair in 3ds Max with ORNATRIX. Ep 2

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  EXPORT ZBrush Hair to ORNATRIX 3ds Max. Episode 2: V-Ray Render & Real-Time Look Dev in Chaos Vantage In this second episode, we take the next crucial step with the hair we prepared in our first video. The focus here is not on creating a final, polished hairstyle, but on teaching the process of look development. Using the quick groom we created in ZBrush as our example, our team will demonstrate the complete workflow for setting up lighting, materials, and performing real-time look dev with the powerful combination of Ornatrix, V-Ray, and Chaos Vantage. This guide is designed to help your team master the techniques for iterating on any hairstyle, allowing you to efficiently explore and finalize its look. Useful Links: Follow us on Instagram: https://www.instagram.com/ephereinc/ Watch the full series: [https://www.youtube.com/watch?v=t63AHEkMJKs&list=PLpRi3ovyFM-1-G5xjSHrENps61rsruCS6&index=1&t=1s] Learn more about Ornatrix: https://ornatrix.com/ Timestamps ...

How to transfer Fur in Ornatrix plugin to a new object in Autodesk Maya? Part 2

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  In this video series - I show you how to transfer the Ornatrix wool from my asset to your model in Maya. Episode 2 about how: - set up the correct clump and sub-clump - using multiple Frizz modifiers to achieve realism - using a little trick - to give the guides an arbitrary shape - edit fur and close gaps More tutorials: - Ornatrix Maya → https://bit.ly/2HILywo   - Maya → http://bit.ly/2NVabpZ   You can buy the asset using these links: - CGTRADER → http://bit.ly/38GIYBs   - ARTSTATION → http://bit.ly/39wKtRX        Video content: 0:00 - Turn on subtitles. 0:05 - Ephere and about the official Discord + Telegram, Facebook, and the forum. 0:25 - Greeting and lesson topic. 0:52 - Channel support 1:15 - About the Youtube community 1:25 - How to speed up the episode release? 1:38 - How to avoid the Clump bug? Customizing the modifier. 2:25 - Adding Sub-Clumps 3:57 - Setting up Frizz. 7:39 - A secret that adds even more realism 8:36 - Editin...