Creating Production Quality Hair Using KRAKATOA in 3ds Max
In this tutorial, we'll learn how to use KRAKATOA to create production quality hair. Software required: 3DS Max 2014, Krakatoa MX2, Nuke 8.
What you'll learn
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.
Table of contents
- Setting up the KRAKATOA Toolbar 10m
- Setting up Our First Scene 11m
- Adjusting the Scale for Natural Hair 7m
- Reviewing the Hair and Fur Modifier 12m
- Continuing with the Hair and Fur Modifier 8m
- Understanding the Prt Hair Modifier 11m
- Examining the Kajiya-kay Hair Shader 9m
- Reviewing the Marschner Hair Shader 8m
- Continuing with the Marschner Hair Shader 9m
- Render Elements in the Marschner Shader 5m
- Using the Magma Editor 12m
- Continuing with Magma Flow 4m
- Using Gradient Ramps and Texture Maps in Magma Flow 10m
- Continuing with Texture Maps in Magma Flow 12m
- Using per-particle Channels 11m
- Continuing with per-particle Channels 10m
- Creating and Using Matte Objects 8m
- Using State Sets 9m
- Casting Shadows with Shadow Generator 11m
- Saving Memory and Rendering Multiple Prt Hair Profiles 9m
- Saving V-Ray Meshes 3m
- Final Composite in NUKE 6m