Description
Course info
Level
Advanced
Updated
Aug 31, 2014
Duration
3h 15m
Description

In this tutorial, we'll learn how to use KRAKATOA to create production quality hair. We will begin by going over the basics of 3ds Max's Hair and Fur modifier, which will drive the particle hair created by KRAKATOA. We will then go over how to set up a PRT hair modifier to get the settings appropriate for natural looking fur. Then we'll explore in detail the Kajiya-Kay and Marschner Hair shaders that are available to us in KRAKATOA, as well as how to use the Per-Particle Channel function within the Marschner shader, and export Render Elements. Next we'll dive into the Magma Editor to create some useful hair-specific MagmaFlows, and follow this up by learning how to use Matte objects, set up State Sets in 3ds Max to organize our renders, and how to use the Shadow Generator. We will conclude by presenting a few ways to save on memory requirements and further optimize our scenes, and then export Render Elements and composite them in NUKE. By the end of the tutorial, you will have a thorough understanding of how to use the amazing quality and flexibility of KRAKATOA hair and be able to apply it to your own projects. Software required: 3DS Max 2014, Krakatoa MX2, Nuke 8.

About the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hi, everyone. My name is John Brophy, and I'm a professional fine artist specializing in oil painting and represented by Rock LaRue Gallery in Seattle, Washington. My work is in many permanent collections around the world and has been featured on the covers of numerous magazines and books. I used to see JI skills I learned from over 12 years in the video game industry as a launching point to make my paintings, and this course will be learning how to use Krakatoa to make beautiful hair. And for some of the major topics will be discussing include tuning the P R T hair modifier to capture the qualities of realistic hair and for the importance of scale when using the three D S. Max parent for modifier magma flow scripts that will give us control over how the hair samples fall off color. Using the Martian her hair shader To get the look, we want setting up state sets for use with multiple renderers techniques for controlling the jai ram usage of the three D S. Max hair and firm modifier and exporting render elements for comping and news. By the end of this course, you will learn how to create professional quality hair and fur quickly and easily using the volumetric rendering capabilities of Krakatoa. I'm excited to be working with digital tutors and share these valuable techniques with fellow artists, so let's get started with the first lesson.