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blenderfurnodes's Issues

fur Color field not working when geo-node appended from Asset Browser

I'm running and testing out this setup on Blender 3.4.1.

Tested in clean new blender file and in the blend file provided on github

Steps:

  1. Opened a new blender file.
  2. Added folder folder containing unzipped files downloaded from github to Blender's file paths.
  3. Added Suzanne
  4. Roughly texture painted on suzanne
  5. Baked Diffuse to image.
  6. Duplicated Suzanne
  7. Scaled the duplicated Suzanne to create the cage
  8. Added Cube
  9. Dropped Shader from Asset browser onto Cube
  10. Added a new geometry node and the dropped Geometry node from Asset browser into the geometry node editor, connecting them as shown in youtube video.
  11. Set Body Mesh to Suzanne
  12. Set Body Cage to Suzanne.001
  13. Set Cage UV Map to UVMap
  14. Set Fur Color to baked diffuse
  15. Set Material to furShader
  16. Set Density to 4000
  17. Set furColor, and furUV
  18. Switch to Rendered view. The following is the result.

image

Now, I opened the blend file provided here in github.

I did the same thing, expect, instead of creating a cube and dropping in the shader and geometery node, I simply duplicated the fur object you'd already created, but set it to my suzanne heads/fur color.

Again, here's the result.
image

Not sure what the issue is.

Feature requests

Hi, I was not quite sure how to reach out to you so I figured I would create an issue/feature request here.

I am quite new to Blender and have not had a chance to look at some of the 'inner workings' of your set up, let alone trying to understand it.
I dabbled with it for a few minutes after I was able to set everything up with Suzanne.

A few things I was interested in seeing in this set up:

  • Randomization with controls/sliders:
    -- Random length
    -- Random card direction
    -- Random tilt
    -- Random rotation.

  • Vertex normal transfer
    -- To take the normals of the base mesh and transfer the normals to the fur cards for a fluffier look.
    -- To take the normals of the cage mesh, since it is closer to shape to the fur, and transfer the normals to the fur cards
    -- To be able to blend between the base mesh and the cage normals.
    -- To be able to blend between the transfered vertex normals and the normals of the fur cards itself.

The vertex normals would basically be controlled with 2 sliders.
One for the overall control of the data transfer and the other that blends between the base mesh and the cage.

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