| Introduction |
Installation |
Interface
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Quick Start
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Misc
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Basic Operation: * Select one or more meshes (one must have primary focus where it is highlighted a lighter pink). * Place your cursor into the text window and press Alt-P to run the GUI. (Note: You can also run the script by choosing the option from Scripts>Mesh>Fiber Script v2.03 if you followed the instructions in the Installation section. *Adjust the values in the interface and press the "Create" button (Alternatively, you can load Presets with .fib extensions). *WARNING - Focus will be shifted to the fibers after you run the script for the first time- It's not fun to run the fiber generator on fibers, you'll end up generating so many faces that it might take minutes or hours to complete! Remember that you can halt the script in progress if it's taking too long by bringing up the console window and pressing Ctrl-C . |
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| Use VCol |
Allows
vertex color to modify gravity, length, and density. |
| Use Wind |
Allows
fibers to be affected by wind. |
| Use Guides |
Allows
"guide" fibers to influence the path of the fibers. |
| Estimate Faces |
Estimates
the number of faces produced in the generated fibers. |
| Presets |
Allows
Fiber script settings to be saved to/loaded from a .fib text file. |
| Animation |
Describes
the various animation features which may be used with the fibers. |
| Auto UV for fibers |
Describes
UV texture application for the fibers. |
| Mac Users |
Discusses
issues relevant to Mac Users. |
| Other |
Miscellaneous
Fiber script issues. |
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Density |
This parameter controls
the density of fibers per face. See also "Use VCol" where Blue
affects density. Does not create fibers where vertex paint contains no blue. Refer to the following link: Density for more information.
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5.0![]() |
25.0![]() |
50.0![]() | |
| Segments |
Sets the number of segments per fiber. The more segments
you choose, the longer the fiber will be.
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1![]() |
2![]() |
3![]() | |
| Width |
Sets the width
of all fibers. | ||
1.00![]() |
10.00![]() |
20.00![]() | |
| Initial Gravity |
Applies an initial amount of Gravity which is
constant for each segment of the fiber. (The angle of each segment in the fiber strand is equal). | ||
0.00![]() |
15.00![]() |
30.00![]() | |
| Randomize Direction |
Sets a random direction that fibers
will be generated relative to the face normal. | ||
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10.00![]() |
25.00![]() | |
| Pointed |
Toggles the final segment of each individual fiber between
square and pointed tips for all fibers. | ||
OFF![]() |
ON![]() | ||
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Density RipSting: (Quote) If you notice on a UV sphere the quads become tris at the
polar regions and the area of each individual face lessens
dramatically. The script thinks there's not enough surface
area for even a single fiber. There are two solutions to this: Fligh: (Quote)
Tip 1) Duplicate, seperate or split that part of the mesh you want hair on (scalp) and use it rather than the whole mesh.
Then put it under the scalp of the head. This technique, to seperate the part of the mesh object for which no fibers were generated and then running the fiber script on the seperated object, is illustrated in the sequence of images below:
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Fligh: (Quote)
Sometimes all or some faces are too small (in global
space) to generate fibers (although they are included in the
"Estimate Faces" value. A workaround is to scale the
object bigger in object mode, estimate faces again,
generate the mesh and then scale the generated fiber
mesh back down to size.
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Use VCol
When you use this button, the "Estimate Faces" function will
only consider those faces that are painted and the Density,
Length of Segments and Gravity settings will be combined
with color information for VCol faces only (unpainted faces
will be ignored). If you do not use this button all faces of the
selected mesh will be calculated and Density, Length and Gravity
will rely on the relevant slider values and the effect of the
Fiber Guides if used. VERTEX PAINTING PROPERTIES- Select your base mesh and press V. This brings you into vertex paint mode. Go into the paint buttons window (The icon of the paint brush) *Note: In Blender version 2.33a, the Vertex Paint controls ('Paint' panel) is located in the Edit Buttons Window [F9]. Adjust the color that you're going to paint with Red = Gravity effect Green = length Blue = Density Does not draw fibers where vertex paint contains no blue. You can combine the multiple colors as well (Red [Gravity] + Green[Length] = Yellow [Gravity & Length]) Paint on your base mesh Once finished, press V to exit paint mode Press 'Make' next to 'Vert Col' in the Mesh tab in Edit buttons. *Note: In Blender version 2.33a, 'VertCol' is automatically activated upon entering Vertex Paint mode. Vertex colors may be deleted by pressing the 'Delete' button next to the 'VCol' name in the Edit Buttons Window [F9]. Adjust the color that you're going to paint with Run the script and watch the results! Harkeyman: (Quote) I seem to be having trouble getting the script to recognize my vertex colors. I'm painting them in in Vertex Painting mode. I can render the base mesh with the colors in it, so I know that's working. The problem is, when I turn on the VCol button in the script's gui, it makes no difference to the script. The provided sample blends work fine. Importing one of the base meshes from the sample file into my own blend file and using the provided sample fib works. Applying that same fib to my own mesh with vertex colors does not work. What gives? Any ideas? edit: when I even slightly modify the vertex painting on the imported sample mesh that works correctly, it makes the VCol feature fail. I'm using Blender 2.3. I'm off to try it in 2.28. update: workaround found... When this occurs, I create a new object (icosphere). I vertex paint this new mesh - just a dab. Run Fiber script. Works fine. I join my non-functioning mesh to this new one. Run Fiber. Creates fibers on the whole mesh utilizing vcols! Edit mesh, remove icosphere dummy object. Run fiber - still works. Vertex paint this mesh some more. Now Fiber fails. At this point, you can repeat the add object... join... procedure herein described and it will work again. JarellSmith: (Quote) It's always best not to have the script running while you are adjusting the vertex colors (seems to be a bug with Blender 2.32 - see my post in the Questions forum) and/or assigning a material to the new mesh. |
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Use Wind
Uses an Empty "Wind" to animate the fibers as though wind were blowing through a field of grass.
In the GUI press the "Use Wind" button. If you don't already have an empty named "Wind", it will
create one for you. If not then add an Empty, go into Edit Buttons and in the 'Link and Materials'
panel change the OB: name to "Wind" (upper case W)
Wind moves in relation to the origin. So moving the empty to the south west will have the wind
blow to the south west.
The size of the Empty relates to how large each 'gust' is. Moving the Empty on the Z-axis adjusts
how powerfull the wind is. Moving the Empty closer to the object center slows the animation, moving
it further away speeds it up.
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Use Guides
Forces the fibers, when generated, to follow the "Fiber Guides". In the GUI, select the number of Fiber Guides you want to generate (This can be updated manually later). Select 3 or 4 segments (3 is faster, but doesn't give you as much flexability as 4). *This will be updated soon so you can have up to 100 segments*
Be sure to select the base mesh and press the "Make" button. RipSting: (Quote)
The Make Guides button should do all the work for you, all you should have to do is move around the verts. Finally, make sure the "Use Guides" toggle is selected. RipSting: (Quote)
You're creating the fiber guides from scratch, right? If you do it this way, you must create each fiber guide
using the ctrl-click method. You CANNOT create one strand, and Shift-D to duplicate it while in edit mode. When
you do it this way it doesn't keep the order that the verts were created in. You CAN create one guide, exit edit
mode, duplicate with Shift-D, and then re-join it to the original mesh using Ctrl-J. |
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Estimate Faces
This button produces an estimation of the number of faces generated in the fibers prior to pressing
the 'Create' button.
If the value is too low, increment the 'Density' property (Absolute maximum setting of 1000), increase the blue
vertex color of the generating mesh (when using the 'Use VCol' option) and/or temporarily scale up the generating mesh. |
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Presets
The 2.03 zip comes with presets with .fib extension; Dreadlocks, PonyTail, Grass and Wheat.
Either type in the path or browse to the .fib file with the "Select" button and then press "Load Preset" which will
set all the fields for you. If you find a setting which you would like to keep then type in a filepath (or modify the existing one) with a unique name and press "Save Preset". |
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Animation
MAKING AN ANIMATION-
The code has not yet been added to handle Armatures. This will be in the next release (2.50).
However, you can use Relative Vertex Keys to do animation, as well as regular location, rotation, and size keyframes.
Click the Script Window button (Just to the left of the Display Buttons) and press the "New" button. Now, whenever you change your frame, the fibers will be recalculated and be effected by gravity, wind, control fibers, etc. |
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Auto UV for Fibers
Auto UV makes texturing easier, also has support for transparency, bumpmapping, etc.
In your material settings, add a new texture. Back in material settings, select the green 'UV' button instead of the
'Orco' button.
You may set up multiple textures this way (for example, 1 being the color map, another being the transparency, another
being bump, etc) Note that if you use Alpha(transparency) maps, this will increase rendering time. |
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Mac Users:
Bischofftep: (Quote)
I am using this script without a problem on OS X 10.2.6, Blender 2.28a.
A few things to check:
* Are you running as an Admin user? If not, you may not be able to create the "compiled" version of the .py
files that Fiber uses.
* Are you sure that you copied ALL of the .py files from the 2.02 distribution to the same place as the main file,
INCLUDING __init__.py? * Do you have dynoise.py INSIDE the Blender package in the MacOS folder? |
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Other
Once the Fiber Mesh (ME:Plane_Fiber.X) has been generated it can be treated like any other mesh.
RipSting: (Quote) The only time you'd get a ZeroDivisionError is if you have 2 or more verts right on top of each other and they're creating a face. If you try and calculate the area of it, you'd get this error. And even then it's a rare case. I don't know what would be causing this after previously successful tries, but try removing doubles on your base mesh. |