Sunday, September 3, 2017

Youtube daily report Sep 3 2017

Put your heart & your soul in the suit case

Today, there's no signal, run wherever you want วันนี้จะไม่มีสัญญาณ วิ่งตาม ไปที่ใด

Heading to the mountain

Heading to the sea

Grab your purse and step out ใส่กระเป๋าก้าวออกไป

time for our heart and the wind to greet each other มีเวลาให้หัวใจกับสายลมได้ทักทาย

Allow sunlight to come in and touch your skin

The air ventilates your sadness อากาศถ่ายเทความเศร้า

your suffering evaporates into smoke ความทุกข์ระเหยเป็นควัน

Watch those pine tree dancing

This is the vacation time

It's time to slow down your life

Time to take a rest and relax

Time to run away from painful fact

This is the vacation time

Feel the grassland beneath your feet

To a universe where we are safe from everything สู่จักรวาลที่สองเราปลอดภัยจากทุกสิ่ง

Try to get stoned among the wind breeze

Oh, heaven exists โอ้ สวรรค์มีอยู่จริง

This is the vacation time

this time is very meaningful เวลานี้ช่างมีความหมาย

Drink life in slowly, rest ดื่มชีวิตช้าๆ แล้วพักผ่อน

forget the terrible real life, throw it away ลืมความจริงร้ายๆ ทิ้งเอาไว้ก่อน

This is the vacation time

Subscribe & Share :)

For more infomation >> Vacation Time (Cover) - Violette Wautier & Stamp (OST. ฟรีแลนซ์..ห้ามป่วย ห้ามพัก ห้ามรักหมอ) - Duration: 2:43.

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6 Transportation Options to Get Around DC Without a Car - Duration: 5:22.

There are plenty of transportation options that you can take advantage of when you visit DC,

I'm going to tell you about six of the best.

HELLO! welcome to Trip Hacks DC my name is Rob,

I'm a tour guide here in the nation's capital. If you're coming to Washington DC

and you're looking for the best tips, tricks, and hacks for exploring the city, make sure to subscribe to this channel and hit the bell

notification icon so that you don't miss anything.

And if you're interested in having me personally show you around when you come, head on over to my website TripHacksDC.com

afterwards to see the tours that I offer. In this video

I'm going to give you six of the best transportation options for getting around DC,

none of which involve driving or parking a car. If you live in DC or have visited before

leave a comment on this video and let me know what your favorite transportation option is. Otherwise, let's get started...

There is absolutely no better way to get around Washington DC, in my opinion, than to use your own two feet.

Washington DC is a walking city,

there's no doubt about that. And if you're staying downtown

There actually is probably a lot more within close walking distance than you might realize. The most

important thing that you should pack for your trip to Washington is the most comfortable pair of walking shoes that you own.

Don't worry about looking stylish when you're going around the city, the National Mall, the

museums or anything like that. If you're coming from a place where you're used to just hopping in the car to go

anywhere you might not even consider walking as an option.

That's why I recommend using an app like Citymapper or Google Maps

to plot out your origin and destination and see if walking is a good option.

You'll probably be surprised just how close you are to a lot of stuff. Plus

it's such a cool experience to just walk around the city and see everything right in front of you rather than to travel around in

a tube underground or from the backseat of a cab or an Uber. And

probably the best thing about walking is that it will never cost you a dime. Now, if you're more of a cyclist than a pedestrian

Capital Bikeshare is for you.

Capital Bikeshare was one of the first bike sharing systems in North America when it launched in 2010 and in my opinion

it is still one of the best.

It's really the best for trips that just get you from point A to point B.

The pricing is set up in a way that the longer you keep the bike out the more

it's going to cost you. If you haven't already seen it, make sure to click over and watch my how to use Capital Bikeshare video

afterwards, so you

understand all about how the pricing works. If you want a bike for going on a long distance ride or just a long joy ride

around the city, I recommend a regular rental bike from a place like Bike and Roll instead. And make sure to download the app Spotcycle

so you never run into an empty dock or one that's completely full of bikes. One last thing to say is that you can bike

anywhere you want on the National Mall, but bicycling is actually illegal on sidewalks in downtown DC.

It's not heavily enforced

but please do avoid biking on the sidewalk when you're not on the National Mall. Love it or hate it

everybody knows about DC Metro. For first-time visitors Metro often seems like the best way to get around the city. Sometimes

it is but sometimes it isn't.

Because the metro map is not to scale it often looks like you need to hop on Metro to get from one place to another,

when in fact walking would be quicker, simpler, cheaper, and easier.

So just make sure to check Citymapper before you get on Metro to make sure that it is actually the best option.

And if you're planning to ride Metro make sure to click over and watch my video with ten

do's and dont's so that you can be riding the Metro like a pro by the time you get here. An often forgotten

piece of our public

transportation system is the humble bus. Most tourists at some point during their trip will get on a train and ride Metro,

but far fewer will ride a bus, which is too bad because often it's a better option. In downtown DC

you'll probably notice two types of buses: Metrobus and Circulator. Metrobus has longer routes that tend to be more useful to locals.

Circulator has shorter routes that serve popular tourist destinations like the National Mall, Georgetown, and Dupont Circle. And the cool thing about the Circulator

right now is it costs way less to ride than metro or Metrobus. The process of hiring a ride has changed drastically in DC

over the past few years. When I started as a tour guide

the only way you could really hire a ride was by going out in the street and hailing a cab.

Tourists appreciated the convenience of that, but at the time

it was cash only, it was expensive, and DC cabbies had a reputation of trying to rip people off.

Now with ride hailing apps people are much more confident and comfortable

hiring a ride because they're often doing it a lot back home.

Let me just say that using these apps or using a cab is a fine way to get around,

just don't assume that it's the only way to get around. Those rides might individually be pretty cheap

but if you're relying on an app to get you everywhere those rides can really start to over time.

I'm adding water taxi to this video even though in 2017 service is pretty limited,

because there is a big expansion planned for when the new Wharf development in Southwest opens later this year.

There are actually quite a few neighborhoods located right on the water including Georgetown, the National Mall,

Southwest Waterfront, and the Navy Yard, and that's just in DC.

You can also take a boat south on the Potomac to get to Alexandria. Right now the water taxi is mostly only a tourist attraction.

It's not really used by locals because it is surprisingly expensive.

But it's a fun way to get down to

Alexandria if you want to make a short little day trip there and in the future once the expansion happens it could become a lot

more valuable. So make sure you subscribe to Trip Hacks DC on social media because as updates like this come along

I'll make sure to post them over there. And that's it!

Thank you for watching this video. If you found it helpful you can subscribe to this channel by clicking on the Trip Hacks

DC logo which is popping up right now at the bottom of the screen. And if you're coming to DC

and you want to sign up for a private tour with me you can click on the Capitol dome on the left side of my

head, that'll take it over to my website TripHacksDC.com where you can see the tours that I offer. Enjoy your trip!

For more infomation >> 6 Transportation Options to Get Around DC Without a Car - Duration: 5:22.

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Last of the Silver Kennedys 10Coin Half Dollar Roll - Duration: 7:30.

For more infomation >> Last of the Silver Kennedys 10Coin Half Dollar Roll - Duration: 7:30.

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2017 Honda Civic Type R

For more infomation >> 2017 Honda Civic Type R

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TG4 - IMMIGRATO AGGREDISCE AGENTI : NO ALL' ESPULSIONE è INTOCCABILE - Duration: 0:32.

For more infomation >> TG4 - IMMIGRATO AGGREDISCE AGENTI : NO ALL' ESPULSIONE è INTOCCABILE - Duration: 0:32.

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Tony Stark Has an Anxiety Attack | Iron Man 3 (2013) Movie Clip - Duration: 3:11.

The sandwich was fair, the spring was a little rusty,

the rest of the materials, I'll make do.

By the way, when you said your sister had a watch...

- Yeah? - ...I was kind of hoping

for something a little more adult than that.

- She's six. Anyway, it's a limited edition.

When can we talk about New York?

- Maybe never. Relax about it.

- What about the Avengers? Can we talk about them?

- I dunno. Later. Hey, kid, give me a little space.

What's the official story here? What happened?

- I guess this guy named Chad Davis used to live roundabouts.

He won a bunch of medals in the army.

And one day, folks said he went crazy and made, you know, a bomb.

Then he blew himself up, right here.

- Six people died, right? - Yeah.

- Including Chad Davis. - Yeah, yeah.

Yeah. That doesn't make sense.

Think about it.

Six dead. Only five shadows.

Yeah.

People said these shadows are like the marks of souls going to heaven.

Except the bomb guy.

He went to hell, on account of he didn't get a shadow.

That's why there's only five.

- Do you buy that? - It's what everyone says.

You know what this crater reminds me of?

No idea. I'm not... I don't care.

That giant Wormhole in, um, in New York.

Does it remind you?

That's manipulative. I don't want to talk about it.

Are they coming back? The aliens?

Maybe. Can you stop?

Remember what I told you, that I have an anxiety issue?

Does this subject make you edgy?

Yeah, a little bit. Can I just catch my breath for a second?

Are there bad guys in Rose Hill?

Do you need a plastic bag to breathe into?

- Do you have medication? - No.

- Do you need to be on it? - Probably.

- Do you have PTSD? - I don't think so.

Are you going completely mental?

I can stop. Do you want me to stop?

Remember when I said to stop doing that?

I swear that you're gonna freak me out.

Ah, man, you did it, didn't you? You happy now?

What did I say?

- Hey! Wait up!

Wait, wait.

- What the hell was that?

Your fault. You spazzed me out.

Okay, back to business. Where were we?

The guy who died.

Relatives? Mom? Mrs Davis, where is she?

Where she always is.

See? Now, you're being helpful.

For more infomation >> Tony Stark Has an Anxiety Attack | Iron Man 3 (2013) Movie Clip - Duration: 3:11.

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Ornatrix plugin. Basic course. Chapter 6.5 ( + En sub) - Duration: 11:35.

I also want to remind you that in Material4Tuts

you can download the scene with dreadlocks and see

how I created them.

Scene with a braid from the CGAllies Stream

and Marmoset Toolbag scene with Light

and hair material.

And to continue the lesson - you need the scene

with the mannequins which you can download

in Material4Tuts

by link which named Hair Manequinns.

Downloading this file, unpack

and open the scene.

When you will open it - you will immediately see a female mannequin

with which we will work in this chapter.

Also, if you go to the list of the layers -

then you can make Unhide the male mannequin.

It will be useful to you in the next chapter.

For each of the mannequins -

I painted the hair growth mask, which will be

used in the lesson.

So, the all references, which I will

show in this tutorial - you can check

by clicking on the link "Hair Reference"

in Material4Tuts.

By opening this link - you will go

in my group with the references.

The group is constantly updated, so

if you need the hair and other references -

Welcome!

So,

Before to start creating

of the gamedev hair -

let's begin to talk about the number of

triangles and requirements of this type.

So, let's talk about - how it all began.

Initially the hair in games was made

very primitive.

To this goal - allocated no more than 100-300 triangles

and they were made not by a plane,

but by a solid geometry,

sometimes with a separated pieces on the edges -

to impart the realism.

And if they make with a separate plane, then

created very simplistic, such as -

on this picture.

Then, in The Sims 4 slightly raised the bar to

700 triangles on a simple hairstyle and

somewhere 2-3K to complex.

After - Uncharted is realised by Naughty Dog

and they raised the bar for quality Hair , thereby

increasing the polycount to 4-5K.

For example,

Nathan Drake hairstyle in Uncharted 2 -

weighed 4K triangles.

Then, after some time - Naughty Dog

released the Uncharted 4.

and raised the level of quality - even higher.

thus - increased hair weight to

20-40K triangles.

In the game characters looks very cool,

and sometimes the hair can't be

distinguished from the photograph.

By increasing the amount

of the triangles - eyebrows and eyelashes

for the characters

began to make more realistic.

And don't draw or bake on geometry or

some simplified plane.

Once the bar for quality in Naughty Dog games

rose - other studios also began

raise it to a high level.

For example, Square Enix also began to allocate

40K triangles for their

characters hair in Final Fantasy 15.

Having such a quantity -

give you the chanse to create very high quality

and detailed hairstyles.

But Guerrilla Games wanted more

tough quality and they have raised the bar to

100K triangles in their

Horizon: Zero Dawn game.

It was this amount that was

spent on the hairstyle of the main character Eloy.

Having at the disposal of 100K -

you can create hair with production level.

As in the same cinematics or movies.

Just look at the characters in the game and

you will understand what I mean.

They look very cool!

In the meantime, the hair quality standard in the games has grown -

Epic Games were

developing a cool shader for them

in the Unreal Engine 4.

And in Paragon game - they showed

a high level, thereby giving

the ability to make high-quality hair

in this engine.

To do this, Epic Games have spent a hour

conference and wrote a detailed

documentation about hair import in the UE 4

Going to my blog into Material4Tuts -

you can find links to these materials.

Link "Photorealistic Character Project (youtube)"

guide to a video conference, and documentation -

to detailed documentation

about the creation of the photo-realistic

character in the UE4.

In this chapter - I'll show you how to load the hair model

to the Marmoset Toolbag 3,

and in the next lessons I'll tell

about their setting in UE4.

At this point, 100K triangles

is the largest weight for hair in games.

Who knows, maybe next - will be more.

But I can safely tell you that

rarely when you will need that amount.

For example, in this work -

I needed 28,846 triangles

with eyelashes and eyebrows.

In this work - I have set myself the restriction

in 30K and as you can see, it turned out

quite realistic.

Having at the disposal of 100K triangles -

It can be even steeper.

In fact, you can blend in 5K -

if you will need not a complicated hairstyle.

Just curls, curly and

complex volume hairstyles -

require more triangles.

If you simplify the polygon count, the hairstyle

won't be nice and realistic.

If only it were that simple, in the Uncharted 4

ND wouldn't use the multiple layers to create

the Nadine hairstyles.

Since she have complex and

volume hairstyle with curls.

So, with a polygoncount we clear.

Now let's talk about - how to begin

gamedev-creation process of hair

with using Ornatrix.

Re-open the scene with the girl's manequin and

begin the lesson.

The process of creating GameDev hair is similar to

the creating hair for the Production.

It starts with a hair growth mask drawing.

In the reference, a reference to that - I gave earlier,

you can find a short cut and

so - to understand how to draw

this mask.

When I drew my mask -

I was equal to this photo.

Every girl - hair growth line

may differ.

Therefore, choose a desired option.

As I said before - the mask is already drawn

in this scene.

Go next...

After the mask is ready - select

the object and apply the Furball preset.

Prefetching to making the Reset XForm for the object.

Naturally, at first, you will see such a result.

To make the hair growth by the mask -

go to Guides From Surface and in the slot

which named Distribution Map loading the texture.

In the Hair From Guides - doing the same thing.

Thus, you get a base

for the further work.

A further action depends on -

what hairstyle you are going to create.

If the long hair - then leave it and then

groom them in the Edit Guides.

If short, then immediately reduce the value

of the parameter which named - Guide Length.

The next - remove the HairFromGuides modifier

Since in gamedev hair it is not necessary.

Sometimes, of course - I use it

for the hair interpolation,

but very rarely.

That is, I choose the type - Guides From Hair and look

Is there a difference with or without it.

If there is - I'll leave it.

Since sometimes the result looks better with it.

If the difference isn't visible - it can be removed.

In the Guide From Surface increase

the number of guides.

If the position of the hair then broken -

in the Ground Strands press the button

which named Root Detached.

Then, I usually use a modifier

which named Gravity, to facilitate further

grooming hairstyle.

Then - I appoint another

Edit Guides and comb the hair.

After those manipulations -

I assign the Mesh From Strands modifier

above the rest in order to see

the final result.

Since this is the GameDev hair - I'm just changing preset

to Full in the Render Settings.

Then, after the Edit Guides I apply

the Rotate Strands modifier.

In order to control the rotation of the hair planes.

Then, note the option - Orient Based on Strand and

set the angle = 180 degrees.

In the Next I apply the Push Away From Surface

modifier and add the manequinn

through the Add button.

Disable an option - Collide with a distribution mesh

and tune the hair distance.

The same option can be used

for giving a lush.

So, when a basic list of modifiers

and an exemplary form of gamedev hair are ready.

I'm starting to adjust the radius and change the curve

so that the roots of the hair

properly attaches to the head.

Then over the Edit Guides,

I apply the Strand Detail modifier to control

the optimization of the polycount.

Let's turn on the display

of the number of triangles in the statistics.

To do this - press Alt + B,

then ggo to the Statistic tab and turn on

the Triangle Count option.

turn of Vertex and Polygon Count since

at this moment - they aren't needed.

So, at this point I have - 8K tris

and now I'll show you how

you can optimize the amount with

using the Strand Detail modifier.

Entering the settings in the Strand Detail - you can

control the polycount with

the parameter which named Number of Segments.

For example, if you put a value

to Viewport = 3, you will get 3,200 triangles.

That is, as I said earlier - thus

you can optimize the polycount and

it is the one way to optimize you hair model.

The second method - the removal and addition of

guides in the Edit Guides.

At this point - their number = 800

Choose a convenient selection way for you,

whether it is simply the seizure of a

cursor or using a special brush in

Edit Guides.

Select the part which you want

to remove and click Remove, or the Del key.

I usually use this two ways,

and then simply add the necessary guides

with using plant button.

There is also a third way to optimize your polycount.

Just reduce the number of guides

in Guide From Surface and then click

Retarget Changes

in the Edit Guides, to apply the changes.

In the result - the whole hairstyle will saved

but the number of triangles is reduced.

At the moment - it is 836 triangles.

Very often people asked me about the budget =

1K hair triangles.

That's just - one of the cases of the optimization.

Since the hair is less - you can increase their radius.

And where there is empty space - add the guides,

and where on the contrary - remove them.

Thus, using the Ornatrix -

you can set the right

number of triangles without problems.

That is, all of the work with the optimization

It is the right in distribution guides

on the surface using the all of this methods,

which I showed.

In the result - you'll have a high-quality

hairstyle at low polycount budget.

If so required by the customer or your project need this.

One of the Ornatrix feature for gamedev

is - an opportunity at any time to make

changes in the finished hairstyle.

For example, comb your hair in that way.

That's why I always recommend to keep

the Modifier stack in a single file.

A conversion to Edit Poly and further

work - to carry out in another scene.

For more infomation >> Ornatrix plugin. Basic course. Chapter 6.5 ( + En sub) - Duration: 11:35.

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Ornatrix plugin. Basic course. Chapter 6.3 (Eng sub) - Duration: 10:07.

And next modifiers - Hair From Guides and Render Settings

which I analysed in

the previous lessons.

and after the Render Settings - you will see

Mesh From Strands modifier.

So let's start the analysis of its settings.

This modifier allows you to create

mesh of the hair.

It can be used

in the creation of special hair planes for the gamedev.

After the appointment of a modifier -

you immediately see the 3 types of hair mesh to choose from.

The first type - allows you to create a mesh

of the cylindrical or prismatic shape.

With the Num.Sides parameter you can

control the number of sides

for a cylinder or prism.

The Cross-Section Shape option allows

to make a smooth bend for a hair plane.

On this type - it naturally doesn't work.

That is, if we will choose the second type -

flat object, you immediately see

the effect of this option.

And the third type is a proxy mesh.

Once you choose this type -

the all hair will disappear,

but don't worry about this.

Just you should to create some object,

which you will use as

the proxy mesh.

But before you create an object for the proxy -

let's try to understand the principle of

this method.

It is important to understand that Ornatrix literally takes

the proxy object, stretches

and deforms it by guides

inheriting the all settings that you

mark in the Inherited Properties.

Based on this - you must have a dense

wireframe by vertically.

To have a more gradual bend.

If you will add to the proxy list of several

objects, that Ornatrix randomly

will distribute them to the surface.

Random distribution

is controlled by a seed parameter.

The Proxy-method is perfect

to create feathers, leaves, mechanical

hair, tentacles, and so on.

Let's create a cylinder and on its

example - I'll tell you about the use of

the proxy-method.

At the time of the creation - the main thing isn't to shift

the pivot from the bottom of the object.

Since Ornatrix considers its position.

Let's modify the cylinder in such a manner.

Then apply the ResetXForm and

add this cylinder to the Ornatrix proxy-objects.

In the Render Settings - select a Full Preset.

As a result - we get the using

of created objects by Ornatrix guides.

Now - if you go to the Edit Guides and

edit the guides.

That the all changes - instantly apply

to the Proxy-object.

For a smoother bend, as I said -

require a dense wireframe in

the proxy-object.

For example, you can assign the MeshSmooth.

Let's clone the cylinder, make some

changes and also add to the proxy.

As a result - we will have the randomly distributed

two proxy over the surface of the sphere.

With a Seed - change the randomness of the distribution.

Also, if you edit any of

the objects, that is the all changes will be

transferred to the Ornatrix - in real time.

By Proxy-object that's all. Go next...

And next is Tangent normals option that

used to render the Directional map

for the anisotropic reflections.

When this option is enabled -

the normals of the Hair distributed

perpendicular to the normals of the object.

Thus - obtained the necessary

effect to create a directional map.

Camera Facing Billboards used in conjunction

with the second method and allows to include

the normal direction relative to the camera

at the render time.

The next option is Export Guide Mesh Data

saves all changes in the Mesh.

This means that it allows you to make mesh

of hair

then apply some

modifier, for example - cloth simulation and

after that - on the top add

Ox Guide From Guide Mesh and convert

it back into the guides.

The next option is Per-Strand UV Coords which

turn on the separate UV-coordinates for

each strand covered from 0 to 1.

If you turn off this option - the coordinates will

inherited from the hair.

For example, if you create leaves, feathers or

any plane for the game Hair -

commonly used an one texture for

the all objects.

Therefore, every one of them - must have its

own set of UV.

For this you should turn on the Per-Strand UV Coords option.

The following options - Base Channel and Coord.Stretch

in this case, are not active and they rarely

used.

So I won't dwell on them, as well as on

these three icons.

But the options - Create Texture Atlas and

Str.Group Tex.Islands are important

for the gamedev - so now I tell you about them.

So, Create Texture Atlases option allows

to create texture atlases for the hair plane.

Let's first take a look - how looks

the UV without it.

Turn on the UV Coordinates in the Inherited Properties

and convert it to the Editable Poly.

Then assign Unwrap and check

what happened in the UV Editor.

As you can see - UV Field filled by one square and it

not scaled.

If you will have the several groups -

working with this UV would be very uncomfortable.

So, if you go back and turn on

the Create Texture Atlas, you will get the right

UV pieces which scaled

for the each plane.

Again, with this type of UV - isn't very

convenient to work, but for baking AO

it is very suitable.

But let's imagine that your task is to create a

some hair groups and get

a good UV - with which

will be convenient to work.

So, if you go back and turn on

the following option which named Str.Group Tex.Islands,

and which works in conjunction with the first.

Then, in the Edit Guides create the multiple groups.

For example, to allocate this part and assign ID = 1.

Then invert the selection and assign ID = 2,

and allocate another part and assign ID = 3,

thereby obtaining the 3 groups -

then we get the right UV.

That you are convinced of this - I first

will disable these two options and convert

in Editable Poly - appoint Unwrap.

As you can see, despite of the number of groups -

we have one texture atlas of the all plane,

which is convenient if you are using -

one texture and one group for the all hair.

But as usually happens more

groups - that this result doesn't suit us

and have to spend a lot of time to

scaling, transformation and

so on to get a few groups of the UV.

So, turn on a bundle Create Texture Atlas and

Str.Group Tex. Islands -

you will get the following result for the three groups.

Moreover, they are scaled

and distributed by UV-square

in the right way.

With this kind of UV - much more convenient

work and will save you time.

And the next tab named Material IDs.

By Default the all generated facets

within the wirerframe will have the same

value material ID = 1

That is, you will have a material with a 1 ID.

However, with the configuration of parameters in the

group you can parametrically

specify - as the ID will be posted

in the wireframe appears.

ID can be used to

applying the several materials

on the resulting hair mesh

and for this task you can use

the multi-subobject material.

So, let's analyse the all options,

which a placed here.

The first option - Based on Strand Group

allows you to set the same material ID

as the group number of each strand

from which the hair mesh is created.

For example,

if you assign 3 groups in the Edit Guides,

then you will have 3 Material IDs.

The next parameter is Num.Mat.IDs

used in conjunction with the Scatter Randomly

and the Scattering Map and determines how many ID will

distributively in the resulting mesh.

That is - if you will turn on the Scatter Randomly option and specifying the

number for Num.Mat. IDs -

we will get a random distribution of ID

from 1 to the number of

for generated hair mesh.

Scattering Map allows

to manage this distribution using

a texture with gray shades.

The next is the parameters of the

Cross-Section Settings tab.

In the options - you can set the number of

sides to which is divided

the surface, as well as manage the bend

plane through the curve

the Cross-Section Shape.

Adding sides is done to give

the volume for the flat hair in Gamedev.

About the Proxy-objects I have already told,

and the next is a map which named Distribution Map,

and which is used to control

the proxy-mesh distribution.

In this case - to change the value of seed

won't be taken into account.

Also, as with any modifier,

to load the distribution map - you can

use the multiple options

if you click on the icon beside.

The next option is Uniform Scale which placed in

Initial Properties tab

also refers to the Proxy-mesh

and it allows you to manage a uniform

scale distribution

depending on the guide length.

That is, if you have a short guide, then

it will be replaced by proxy-object

of the same scale.

And the last tab - Inherited Properties.

allows you to enable inheritance

of the parameters, whether it - turn, change the shape,

width, radius and UV-scan.

So, that's all info about

the Mesh From Strands modifier.

Go next...

For more infomation >> Ornatrix plugin. Basic course. Chapter 6.3 (Eng sub) - Duration: 10:07.

-------------------------------------------

Ornatrix plugin. Basic course. Chapter 6.4(+EN sub) - Duration: 8:33.

The next on the list after Mesh From Strands -

there are two

modifiers for hair simulation -

Dynamic and Animation modifiers.

Since the dynamics of the hair - it is a separate

theme which requires detailed analysis,

that is I will talk about these modifiers in

a separate big lesson.

In it, I will analyse the

Lucid Modifier - a plugin that allows you to

simulate the hair very easy

and in fact, I like it more -

than the standard Ornatrix dynamics.

Since the simulation rendering in it much

faster and with just one click - you can do

an awesome simulation without straining.

Enough to apply the Lucid over the Edit Guides

and click on the Play button.

It is clear that the need to analyse the settings

for a best result, but Lucid -

so intuitive,

that I think - you will like it too.

But about him and the whole dynamics - I will tell you

in another lesson.

Now we go on.

And after the dynamics the next is -

Add Hair Shells modifier and order

to analyze

its working principle -

let's create a plane and apply

a standard preset - FurBall.

So,

the main goal of any plug-in for hair -

to allow the user to intuitively

level - to create hair volume of any shape.

And Ox Hair Shells modifier is

the one method to achieve this objective.

The main idea of ​​it is to manage

the direction and growth of the hair with the help of

special mesh - the so-called cage.

As well as transform and

modify the hair.

Let's start the analysis ...

Adding modifier on top

of the Ox Guide From Surface.

After that - clone the plane a few times.

Now go to the Hair Shells modifier and

with using the Add Shell button -

add the all planes to it.

Thus, we will get - a hair rig

which are tied to these planes.

If you will start to move, scale and

do any manipulation with them, the hair will

to change its shape.

And if you add another plane - the hair will continue

to grow on it.

Thus, you can create

the different hairstyles

and manage them in real-time.

The main goal is don't forget the rule - hair mesh

must have the same

vertices number.

In the modifier settings -

not a lot of options.

Cut Penetration Strand used to remove

intersecting strands.

If you make an another copy of the plane

and for example, make this intersection.

Then - add it to the Shells,

is at the intersection will grow excess hair.

So, when you will turn on Cut Penetration Strand option -

you will remove them.

So, if you want to smooth

the resulting form - you can use

the Strand Detail modifier.

So, the analysis of the Hair Shell modifier completed.

Go ahead...

And then there is a modifier -

Ox Guide From Surface, which I analysed

in the previous lessons.

Followed by it - Guide From Guide Mesh

modifier that is used to

obtain guides from Hair From Mesh Strips.

The next is a modifier, which named

Add Guides on Spline, which allows

add guides to the spline.

For example, if you draw it and

assign this modifier - you'll see

such a result.

And if you will move the vertices of the spline -

the changes will be applied

to the all guides on it.

The modifier settings is very simple.

So I won't write a detailed analysis.

And the final modifier on the Ornatrix panel -

is Add Propagation Modifier.

Which allows the growth of hairs on the guides

It is something similar to the previous and

with using it you can create a type of the dreads.

For the experiment - let's create

any spline in a top view.

Transform it into the hair using Ornatrix

with a Standard preset.

Remove the Ground Strands,

since it isn't necessary.

The number of points - a little more, so that guides

ideally repeat the shape of the spline.

And of course delete the spline.

Then assign the Edit Guides modifier

and add the Strand Propagation.

We get almost the same as with

the previous modifier, but

the only difference is that

hairs that are added to the guide rather than spline.

For example, with using this modifier

you can create a broccoli.

The modifier have the many

interesting options - about which

I'll tell you.

And detailed analysis of the creation of dreadlocks, broccoli and

other interesting effects - I will show

in another lesson.

Also, you can watch the stream -

by clicking on it from the link in Materials4Tuts.

Around the end of the Stream -

I talk about one of the creation

ways of dreads.

Of course on my channel - will be more

detailed lesson about the several methods.

Also there is a link into Materials4Tuts to

a wonderful lesson from Michael McCartney

about brokkoli creation with

this modifier.

And yet - I'll show the all settings without examples

and move on ...

Finally approached to the main theme

in this chapter.

Which everyone was waiting after the Stream.

The creating of the gamedev hair

with the help of the new tools in Ornatrix.

The first option that you will see in

the modifier - a hair distribution methods

on the guide.

The next is the option which named Propagate on ID,

which allows you to distribute the hairs

for whatever a particular group

in the Edit Guides.

After it, there is an option - Assign Group ID,

which allows you to assign any group

for grown hairs.

This feature is useful when

in the future - you will want to apply

the individual modifiers

specifically for these hairs, rather than to the main guide.

The next is the Distribution parameters tab

and the first option - Per-Strand Count

allows you to enable the use of options

viewport and render count for each strand

instead of the total number for all.

I think that with these settings is clear.

Go ahead...

Random Seed allows

to set the hair distribution in some

chaotic manner,

and Segment Count allows

to adjust the number of points in each

grown thread

with this modifier.

It is necessary for the smooth bend in the Frizz.

The next tab allows you to configure

the area of ​​hair growth.

If you increase the value

of the Low Range parameter,

you will immediately notice this effect -

when the area of ​​distribution is

closer to the tip.

If you will change the High Range parameter it is leads

to the opposite effect.

Then comes the Length Control tab,

with it's settings you can influence

the grown hairs length.

Relative to Base Strand option allows

to make the same length as that of the main guide.

Global Length alows you to adjust the length

independently.

The Randomness sets the length variations.

as well as the curve below.

Then comes the Twist Control tab.

If you turn on the Face Surface and put

Num. of Sides = 2

this will make the all hair

touch the underlying surface.

This option is useful to create a feather when

you want that the position of all of them was

parallel to the surface.

That is, no matter how you twist them - they will

positioned parallel to each other.

If you will disable this option, the hairs

will be placed randomly.

Global Twist and Randomness allow

to set the rotation and add a little bit

variability.

The curve below - manage the impact of

these parameters.

In the Fanning Control tab, you can manage

direction of the grown hairs.

They will be directed towards closer

to the tip or root.

Thus, you can create

a variety of plants.

You can also specify a variety of using

Randomness curve and twist effect.

This is all about the Strand Propagation.

Now go on to the most important topic of this

chapter - the creation of the realtime-hair in Ornatrix.

For more infomation >> Ornatrix plugin. Basic course. Chapter 6.4(+EN sub) - Duration: 8:33.

-------------------------------------------

Ornatrix plugin. Basic course. Part 6.2 - Duration: 15:29.

So, to understand

the work principle of the next modifier which named

Strand Gravity - let's select a preset

Furball,

to get the sphere with the base configuration of

the hair.

Remove all unnecessary modifiers after

the Edit Guides and assign a Strand Gravity.

In the Gravity Vector you will see a parameter - Force.

With it you can control

the force of the gravity.

The next is the control of the Guides deformation

with using the curve and the texture.

Thus, with using this

modifier - you can receive

an interesting effect too.

And if you want to change the direction

of the gravity - just go to

the modifier sub-object and rotate the gizmo

in the desired direction.

The next modifier is Guide Clustering.

Unlike the Hair Clustering Modifier,

which is totally independent from the history of hair

being clustered,

in Strand Clustering, Ornatrix automatically find

the necessary guides and group them into the clusters.

This is useful - when you want to use

only the previously created guides in

Edit Guides for clustering.

In most cases - this method is best

convenient and intuitive.

I also want to draw your attention to the fact

that you can also carry out the other

operations with the clusters

In this modifier

unlike the Hair Clustering.

Let's assign it to

analyze the work of these operations.

The modifier is appointed over

the Hair From Guides.

As usual - in the settings you will see

the first option which relating to groups

in the Edit Guides, and then comes a tuning

effect of clustering using the Amount option.

Let's increase the amount of hair

in the Hair From Guides in order to

see better a clustering job.

Now come back to it

and twist Amount again.

If this parameter is zero, then

there is no clustering, and if slowly

to increase its value,

we will see how the beams of hair are created.

This effect is very useful in the creation of fur

or hair with a gel.

The next is the clustering changing with

the B / W texture.

Assign the Checker map to verify

how this option works.

And immediately noticing

that where the black color - clustering doesn't work

and where white - on the contrary.

If you turn on the following option -

which named Wisp Based Clusters and placed

in the tab which named Wisps -

then you can control the offset

of the chaotic partitioning strands

as well as their global size.

That is - to make the clusters more lush.

The next is the control of the size variation

by using the texture.

If you will assign the same texture Checker,

you will see - how to resize

the clusters in the black and white areas of the texture.

Then, there is twisting option that

allows you to make curls of clusters.

And it also has the ability to

manage influenced by a texture.

Assign Checker and see what happens.

And the last option in the modifier -

is control of curve influence

at the level of the tips or roots.

Remove the Strand Clustering

and proceed to the analysis of the Hair Clustering.

As you already understood - Hair Clustering is independent

by Guides history in the Edit Guides.

and it number of parameters is

less than in Strand Clustering.

The number of individual clusters is given by

with the option - Num.Clumps.

And if you put a small value, you will see

such this effect.

With Shape - you can adjust the shape of the beam.

Use UV Coordinates allows you to

use of UV coordinates instead

the world coordinates for the formation of clusters.

A Threshold allows you to adjust the distance

of the clustering with respect to the roots

based on UV-coordinates.

Also, as with other modifiers -

you can use the textures

to change the clustering influence.

For example, if you assign to the clustering

a Noise map with high contrast - you get

quite an interesting effect.

According to the clustering the analysis is complete.

The next is a Symmetry modifier.

This modifier allows you to create

a symmetric mirroring

of the certain parts of the hair.

Let's remove the all modifiers and leave

only the Edit Guides.

Go into it, and remove the part of the guides

and assign the Symmetry modifier.

As a result - we get a mirror part,

in this case by the X axis.

And the all changes

which we will do in the Edit Guides -

will automatically applied

to the symmetric part.

When using a symmetry -

be sure to use the option which named

Ground Mirrored Strands.

In order that the mirrored part

was attached to the surface without

use the additional

Ground Strands modifier.

Use Ignore Distance option allows

to set the distance - which takes place

ignoring mirroring.

That is, you can make not a fully

symmetrical object, but only part of it.

That's all I wanted to tell

about this modifier.

Go ahead...

And then, on the list - is a Strand Detail.

This modifier allows you to manage

of guides detail.

The small values ​​- reduce the density of points,

but the quality of bending smoothness becomes worse,

and with the large values - on the contrary.

With the Strand Detail, you can

optimize the grid in a GameDev hair.

The Render Value options, allows

to define the number of dots per Render.

This is useful when you have a low-powered PC

and a big value of the points in the viewport

leads to a decrease in productivity.

The settings are quite simple in the modifier.

Therefore, I won't do a detailed analysis.

Go ahead...

The next on the list are - Edit Guides

and Ground Strands about which I spoke

in the previous lessons.

So I won't dwell on them.

And then there is - Hair From Mesh Strips Object,

about which I tell now.

For the analysis of this modifier

let's remove the sphere and create a plane.

Then click on the icon

which named Hair From Mesh Strips Object.

Then - icon will appear in the center of origin

which named Ox Hair Strips.

Choose it and start the analysis.

This modifier is used for

creating hair or guides on the surface of the object.

Whether it - Plane, cylinder, or any other.

Objects are added via the Add button

by simply clicking on them.

Removed through the Remove button.

Add Multiple button lets you immediately

add a few items from the list.

For example,

if you make a few copies

of the plane and will press the button -

you will get the hair at all these objects.

Let's look at the settings, and then I

will tell about how to use

Hair From Mesh Strips Object on the other objects.

Including those

which you can create in Zbrush.

The basic requirements for the grid object -

not complicated.

The grid shouldn't consist of

triangles or n-gons.

Since, at the time when we apply the modifier

the errors may occur.

Once you have applied

the modifier - you have the opportunity to

modify the grid

by any modifiers.

And also perform manipulation

with edges and vertices.

The main thing - don't forget the basic rule.

For example, if we choose any

plane, assign Edit Poly and move the

any of the vertices.

On the other plane - assign FFD modifier and

on the third - the Twist modifier,

then the modifier guides will repeat

this modified form.

That is - you can even do a simulations

with the Cloth modifier and thus

animate the hair.

Now I won't show this, because for

the simulations and dynamics - I will record an another.

So we solve this =)

Go ahead.

The next item which named Selection - allows

to alternate choice of the so-called strip

of the one of the added objects.

If you will navigate to the sub-object Strip and select

e.g., the first plane.

Then press the Next button -

you will see - as an option

will switch to the next.

Thus, you can quickly

switch between the different objects.

The next is the Distribution option,

which allows you to distribute your hair

on the grid - in three ways.

The first way - Per Vertex Distribution

allows you to generate one hair

by each boundary vertex.

That is, if along the way by strip you have 5

vertices - you will receive a 5 hairs guides

at these edges.

The second way - Uniform Distribution

generates hairs evenly along the border with

distributed intervals.

And the third way - Random Distribution

generates hairs along the border

at random intervals.

By clicking on one of the ways - you

will immediately notice the difference between them.

The next option is the Hair Per Strip,

which controls the number of hairs on one

polygonal strip.

View Hair% - the percentage of hair display

in the Viewport.

Obviously, if you will put 100% -

you will see the total amount of hair in it.

And the next is the management options

of the direction of the hair strand.

There are several parameters influence on the strips.

It Rotate, Flip and Flip in some

particular direction.

Up and down, left and right, back and forward.

I usually use only the Rotate

and it is enough to me.

Using the Rotate looks in that way.

Choosing a subobject which named Strips,

Then - any of the modifier guides

and by click on the button - Rotate Strip Direction

turn guide in either direction.

Thus - we set the general direction

of the hair bundle at the object.

Also, you can rotate once

the all modifier guides and change the overall

direction for the all objects.

The Flip option simply mirror

the direction of the guides.

The next is the parameter which allows

to adjust the number of points for

the smooth curve.

Let's imagine, if you will take the first plane,

and will apply the Meshsmooth to it a

and raise a little higher the central vertices,

that was such a smooth bend -

we will see that the hair which created by using

the Hair From Mesh Strips Object modifier

haven't a smooth shape.

In order to fix it -

go to the modifier settings

and increasing the number of points

in the hair parameters.

For example, let put value = 50.

Thus - you get more

smooth bending and the high quality shape.

If you will turn on the following option

which named Mat.Id as Str.Groups -

the modifier will be used

the Face ID for each object

to create a group of strands.

The option which named Inherit UVs from strips

allows to use of the UV coordinates

for generating UV to the hair strand.

And the last three parameters - allows

to manage the hair offset relative

each other and the object on which they are located.

Let's imagine - we don't want to make the hairs

are coplanar with each other.

To do this - increase the value of the parameter

which named Global Value and edit the curve.

Now let's see - how

create Hair Strips by using

the base of the other objects.

Create a cylinder.

Then modify it like as this.

And now, using the edges of the object -

you can create the hair with applying a modifier

Hair From Mesh Strips Object.

Create this modifier and

add this object.

You will immediately see that the hair doesn't repeat

the direction of the edges.

And it can be corrected by using the Rotate option.

Hide the object and see what happens.

Now you can use an any

Ornatrix modifiers to impart more

realistic look.

For example - add the Strand Length and

set a variation of the length, and then assign

the Render Settings and adjust the thickness of the hair.

Now let's create a sphere

and export it for using in Zbrush.

And now I'll tell you how to use the

special hair brushes by Simon Chapman

to get the custom objects to create the hair.

You can download the special brushes

by the link in my blog which named

Hair Brush from Zbrush.

You will immediately go to the

Simon Chapman gumroad page, where you can

download this brushes.

By selecting this brush and pressing the M -

you can choose the different types of hair meshes.

I usually use Hair Flat.

Then, in the Strokes settings

in the Curve Function option - I use mirroring

by horizontally for Falloff

and a bit of editing a curve.

And now - if you draw a curve, then

you will get the desired strips

to create the Ornatrix hair.

If you want that your hair mesh

don't snap to the sphere - as it is now, and was created

in the space on the plane -

That so go to the Picker and choose in Depth

Once Z option.

Thus, you will be able to draw

hair strips in a single plane.

Every time when you want to add more

the one strip of hair - Press ALT

and click on the object.

Once you have created the right amount

of the strips - go into Subtool and push

Group Split.

Then, by using the move tool - you can create

any form.

Then - make export to the 3dsmax.

And now you can use these strips to create

the hair by using the Hair From Mesh Strips.

As a result - we get hair which repeating

the shape of these plane stripes.

Thus, using the toolkit

of the Zbrush - you can create more

elaborate hairstyles, floating hair and so on.

Also, you can use this

sphere to create an interesting shape.

Convert it to Editable Poly,

remove the top and bottom.

Then compresses it using the Scale and do

the ResetXForm.

Create Hair From Mesh Strips Object and apply it on

this sphere.

If hitched direction of hair -

go into the Stripes and make the Rotate.

Adjust the amount of hair,

and we get a form like this.

Also, you can use this modifier

to create a braid.

About the creation of them I told on the livestream

for CGAllies.

In Materials4Tuts you can find

a link to it.

By following the link - you get just as

the moment - where I talk about the creation of braids

by using a special script

by Reza Asaie.

For non-Russian-speaking subscribers

and for those who are interested

in creation of the braids -

I will record another detailed lesson.

Now I won't dwell on

this topic and continue analyse

of the other modifiers...

For more infomation >> Ornatrix plugin. Basic course. Part 6.2 - Duration: 15:29.

-------------------------------------------

Ornatrix plugin. Basic course. Part 6.1 - Duration: 13:20.

Hello everyone! With You - Krivulya Andrew Charly and

this is the 6th part of my course about Ornatrix.

In which I will continue to analyse the panel

of modifiers, as well as tell you - as I promised

on the CGAllies stream

about the creation of realtime hair.

Let's go!

Since the release of part 5 has passed

about 4 months

and during that time - a lot has changed in Ornatrix.

Including - the icon bar.

Now it looks like this.

I remind you that if you want to speed up

the release of my lessons -

you can support me on the Patreon.

So, let''s begin the lesson.

In the part 5 we stayed at the Frizz modifier

and its icon now looks like this.

In the end of part 5 - I promised that I will analyse the

next modifiers

and the next on the list is Curling.

Let create on the top view a few

hairs using a Spline tool.

Line the first Spline,

and then - go to its settings and

select it in a "spline mode".

And copy like this.

Reserve the all splines in the same plane

for the understanding of the principle of

Curling modifier work.

Then use the standard preset in Ornatrix -

HairFromCurves for creating the hair

by these splines.

In the OxGuideFromShape set "Normalize coordinates"

To ensure that the hair guides repeat

the shape of the splines and increase the number of points

for high-quality bending.

Then remove the Ground Strands modifier -

(since we don't bind guides to the surface) and

create the Edit Guides modifier.

And on top of it create a Curling modifier

by simply clicking on this icon.

This modifier is used to

give the hair a natural look

thus adding waviness and tortuosity

for hair strands.

The basic premise behind

this technique is the natural flow structure

of hair fibers, which tend

to modulate on their way down

from root to tip.

There are two basic types of hair waviness:

a flat sinusoidal pattern

that causes hairs to wave

in one axis,

and a spiral pattern that makes the hairs

curl around an invisible

cylinder (in 2 axes) thus

forming a spiral.

Apply to Group allows to apply

this modifier to any of the existing

groups in the Edit Guides.

Let's create the few groups for a

good example.

Go to the Edit Guides.

Select one of the guides.

Turning on "Use Guide Groups" and assign ID = 2

For the rest - ID = 1.

Now, if we go to the Strand Curling

and select the 2nd group -

the effect of the modifier will be apply

only for this group.

Also, if you want to increase the detail of

the spline - it isn't necessary

to enter into the Guide From Shapes and set a high

value of the number of points.

A best to leave the Number Points value to minimum.

Since - at the time of the dynamics with large

values ​​can lead to a crash or error and

decrease FPS in the viewport.

But under the Strand Curling - you can assign

a Strand Detail modifier

which allows to increase

the number of points - thus making it more

a smooth curl.

In the Strand Detail you can reduce the value

for the Viewport -

if you have FPS slowdown

and you can put the right amount of points to Render.

But for experiments - I put the right value

into the Viewport,

and when satisfied

by result - I stand this value to render.

You are already familiar with the next two options -

and then you can see the global settings.

And the first option in them - Hair Length Dependent

which allows to use the length of hair

to create a curls.

This means that a small strand length

will have a smaller bend,

and large - more.

To see how it works - let's

in Edit Guides to reduce some of the guides

in this way.

Into the Strand Curling choose ID = 0

that a modifier apply to the all guides

and turn on "Hair Length Dependent".

And now, if you put a smaller value of phase -

then you will see how the longest guide

has more curls - rather than short.

If you will disable this option, the number of

curls will be the same.

The following 3 parameters - Magnitude, Phase

and Phase Offset -

are properties of the hair curler,

that control the size, frequency, and

the initial value of each

curl, respectively.

By twisting these settings - you will immediately understand

on what each of them influence.

Magnitude increases the width of the curl.

Phase - the number of curls and Phase Offset -

offset from the main axis.

The phase shift in sinusoidal structure

looks like a little different.

The next option "Stretch" allows you to influence

on the frequency of the curl relative to the root

or tip.

It looks like this.

A Standart deviation tab allows

to add some randomness

in the spread of the curl

by using a Perlin noise.

About which you can read more

info in the Wiki.

Visually the effect of two parameters that tab

It looks in that way.

You can also adjust the effect on

the each parameter using black / white cards.

The last parameter in the form of a graph

allows you to control the influence of

modifier to roots and tips

of the hair bundle.

Now let's create the sphere to

check the operation of the modifier

with the help of maps.

Remove the splines in which

It isn't longer necessary.

Open presets and choose "Furball".

Thus - you get the standard

sphere with a basic Ornatrix settings.

Assign Edit Poly modifier to the sphere and

on a side view - delete the lower part.

Then, the hairs themselves are doing longer

go to the Edit Guides and pull the all guides

slightly up.

Delete the Hair From Guides and assign

a Strand Curling modifier.

Then, go in the Material Editor and

assigned to the sphere any of them,

with a Checker texture - with preliminarily

turned on a texture mapping.

And now - drag'n'drop this texture in the first slot

which named Magnitude in the

Strand Curling modifier.

In a result - you'll see how the effect occurs

on Magnitude using texture.

Where the black - no influence, and there

where white - we have it.

In order to better see the effect let's

reduce the number of guides and add

the Strand Detail modifier for smoothness.

Now check this effect with map into Phase slot.

Just cut and paste the texture in

Phase slot.

By assigning it - you'll notice the same

effect - where the black - no influence.

Where white - have it.

It is the same with the last parameter.

And also - if you will attach maps to

the all slots - you will see the effect like this.

With texture map in the slots you can do more

complex effects with curls.

So that's all with a Strand Curling. Let's go next.

The next on the list - is Length modifier.

which is used

to change the length of the hair.

Assign it with this icon and

proceed to the analysis an it settings.

They are not so many in this modifier.

But all the same - they allow

create an interesting hair modification.

The first setting - as usual, allows

specify the effect of a certain group.

The following settings allow you to change

length,

to set the minimum and maximum threshold,

apply chaotic change in length

by using Randomize.

Change the Variation by Seed.

And with a mask

get more interesting result.

Export sphere in any editor, where

convenient for you to paint a mask.

Draw it and load into the texture slot

in the Length modifier.

With pre-assign the

Hair From Guides modifier, to see

a hair distribution by mask.

As a result - we get a smooth transition

from short hair to long.

You can apply this mask to

the Render Settings

and get a more interesting result

with smoothly decaying hair thickness.

The next modifier is SurfaceComb and it is used for

change the direction of hair growth.

Most often I use it in the creation of animals.

Let's remove the sphere and create a plane

with a FurBall preset for visual analysis

of this modifier.

Remove HairFromGuides - since in this example

it isn't necessary, and I won't do Render.

In this example, I will increase the number of guides.

For wool - is usually enough

1000, and there is need and more ...

But you just have to understand that time,

then the more guides, the greater decrease the

FPS in the dynamics.

So I usually in Guide From Surface

and in the main Edit Guides - leaving a smaller value,

and with the help of Ox Multiplier,

which are placed on top of the Edit Guides -

increase their number.

Then assign on over - the Surface Comb modifier

and you'll notice how changed

guides direction.

While working with a Surface Comb you can

temporarily disable a Multiplier - if you have fps lags

in Viewport with him.

Hair direction is defined very simply.

Go to the sub-object which named Sinks, choose

Create and create a guide -

the so-called Sinks.

With that I think you won't have problems and I

continue to analyse the modifier settings.

So, with the first parameter Apply to Group -

you are already familiar with.

If you see

it in any of the modifiers -

it means that the modifier can be assigned

on any of the groups in the Edit Guides.

Next option - Apply to Shape,

сo-dependent with a map which named - Slope Map

and it allows you to influence the shape of hair.

Let's create a gradient to

check the work of this parameter.

When you apply gradient to the Slope map slot -

you will see this effect.

Where white - bending form is changing, and there

where the black - no.

Ie Slope map controls hair bend

and its direction.

If you will disable the Apply to Shape option -

then you will see how these two parameters

are dependent from each other and turning off

will remove the effect.

The next option turns on or off

an influence on the direction of the hair and it's called

Apply to Direction.

This option works in conjunction with the Sinks.

If you turn it off - the sinks

for Hair won't work.

Next is the Azimuthal Deviation tab.

In this tab - you can control the chaotic

hair direction, as well as using the option

Seed - you can specify a

variety of chaos.

Also, the chaos can be controlled with the texture.

Let's imagine, if you download the same gradient -

you will see in the black area - there is no chaos,

and in white area - have it.

The next option is called the Surface Orientation.

There are two buttons in this tab.

It's Relative and Absolute.

But they won't work - as long as we don't upload

a texture into the Orientation Map slot.

Drag'n'drop the gradient, which is already used

in the other slots.

So now let's talk about these two buttons.

Absolute option turn on the orientation of guides

which globally dependently of the world-wide coordinates.

rather than relative to Sinks, which we usually

given the direction.

Relative vice versa - depending on the

one direction Sink, which we

can create.

If we won't create it, the guides will

directed into the center of the model pivot.

Let's go to the Sinks and create one

guide and now with a gradient

you can manage

the hair direction with respect to it.

Currently - developers

working to change this

panel and there is no much sense

to study it.

The next button, which is below -

used to disconnect

the Sinks guides.

It is used at the moment when you suddenly

want to change the geometry and don't want to change

the position of the sinks.

Thus, press the Detach Sinks,

to detach and freeze a position of the Sinks.

Then edit any geometry

with the convenient ways

and then - choose hair again.

Come to the Surface Comb

and press the Detach Sinks button again.

As a result - all the changes that were before

the geometry editing - will be restored.

To see this -

go into the Surface Comb and we will see,

the guides were in that position,

in which they were.

And the last option, which placed in

the Surface Comb settings -

is the curve with which you can

manage hair bend relative

by the root or the tip.

So that's all with a Surface Comb. Let's go next...

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NO FAIRPLAY | Gang Beast - Duration: 11:51.

Edelnarry : Penguins can fly! Dave : I'm saving you, but you're going here anyway.

E : "Refuse!"

Lashado : "I! Refuse!"

* The actual reference *

E : Ow!

E : I love the way you're looking at !

E : "So where is it?"

" If we had ketchup instead of blood, there would have a lot of murders to eat fries' - Lashado 2017

L : I'm not sure if you can see the bug.

E : Show me.

E : When ? When you rise up your arms ? L : yes.

E : Leave him alone ! He wants to explain something!

E : Leave him alone !

E : You leave him alone ! You put him down! D : Okay! Okay! I put him down! I put him down :(

E : So what is your bug?

L : At some point... when I'm moving... We could see under his arms.

E : Get down. I can't see what's happennig.

E : But your glitch is not a real problem. It doesn't stop you to play.

L : Yes. But he's ugly :(

E : So what ? You want to change ?!

L : Yeah.

D : No! E : So we change then.

L : No, I'm just kidding.

D : *GASP* E : Wait a second. I want to go to the settings. I have to turn the music off.

E : You !...

* Edelnarry is getting mad *

E : Can I go to the settings, please ?!!

* Quit game *

E : OH COME ON !! SERIOUSLY ?!!!

E : I just want to go to the settings ! Thanks!!

E : What are you doing ?

E : Come back here!

* Laughs *

E : Wait. The innocent chicken. We leave the innocent chicken alone.

E : Look at his cuteness!

* Lashado shows how cute he is *

E : I just love how we don't let go each other!

* Loud laughs *

E : Oh! You're knocked out!

L : It was nice to look at.

E : You don't know how to climb ?

E : Okay I'll help you. Come with me buddy.

E : Buddy ! No ! Buddy !! Buddy!!

D : Yes! I'm twerking!

* but nobody cared *

E : Are you serious ?!

E : Let me GOOOOOOOOOOOOO !!!!

E : Holy COW !

* Cute blue kitten is laughing *

E : He's in stitches. He knows he's about to blow you up.

* Blue kitten is not cute anymore because he's thinking about killing people *

* SATANISM INTENSIFIES *

L : Let's dance! E : Wait! It's the buddies dance! The best friends dance

E : You're breaking my back right now!

E : Hey ! You throw me away! Won't you stop?

E : NO!! (ear rape)

D : ...I didn't say anything.

D : Belly dance ! Belly dance!

* La fiesta! La fiesta! *

E : Ohoho! What a punch! L : How can you beat me so fast ?!

E : You were so nice! And I spit :(

E : Let me go! We're all going to die!

D : We've been lucky!

E : No!! Ooooooh!! The best friends together again!

D : AAhh!! E : Nooo!!

E : I'm alive ! I'm alive !

* I AAAM ALIIIIIVE *

* nope *

L : Hey! Look at the cone. D : Let's all take one.

E : BOING ! D : We all take a cone.

D : Hey ! It was mine :(

E : BOING!!!

D : Ouch ! But wait! I want to take a cone!

E : Nope. You can't. Because they're mines. My cones!

E : I'm not even respecting you.

E : Ohoho! What a jump!

E : No! Stop it! I don't want to die again! NO!!

D : Oh! E : How?!

E : Leave me alone ! That's enough!

E : Hey the chicken ! Help me!

D : Huh, you say "help me" but you knocked me out!

E : I'm not talking to you. I talking to the chicken.

D : Wait. We can join the chicken.

E : No. D : Or you can fall with me. E : No! Let me go! D : Raise me up!

E : Let me go! Here! :)

E : What is he doing there ?

E : Come here

E : Come here !

* Abandoning *

E : All that running for nothing!

D : Quick! We've got to catch the chicken! No, don't kill yourself!

D : Okay :o L : Suicide Squad E : Oh ! Well done!

D : Please, stop killing yourself.

E : Wait. I'm coming for you buddy.

E : Buddy.

E : Come.

E : No ! Don't involve me!

E : I was here to help.

E : Wait. Come. We're gonna make a team.

E : That's cute :3

E : Oh! How?!

E : Chicken ! Run! D : Kill yourself! E : He's coming!

* Laughs *

E : Really ?!

L : Look. I go through under the barrier.

E : You killed my friend!

E : My best friend! No ! Jean-Louis !!

D : How can you crush me that way ?!

E : AAAhh !!! For Jean-Louis!!

L : You had to throw him to the other way. E : But I didn't succeed :(

E : OOOOHHH!!! (another ear rape)

L : Hold on!

E : Oh! Oh no! I was good! D : Oh!

E : Hey ! Don't take my nose!

D : Okay. I take both of you.

E : Ah ! I pressing the wrong button.

E : Wait! My keyboard is at the wrong PLACE!!!

D : Weeeeeeee

E : You're not playing fairplay :(

" You don't fight with honor "

" No "

" He did "

D : I AM A TRUCK

E : But you're not a truck

D : okay :o E : Ouch!

* WEEEEEEE *

D : Fish and chips ? E : You're annoying me.

E : Oh yes! Kitten dance!

E : BLERG BLARG BLEG BLAG

L : Where am I ? E : Yeah. The camera sucks!

E : Ah ! No swear words!

L : "Sucks" is a swear word ?

E : Yes. Kind of.

D : It's a familiar word. E : But you can't say that in front of your boss.

L : What ?

E : Well, you can't say that in front of your boss. Hey, wait! You win?

D : Yep.

L : I'm breaking the map. E : Ah he wants to break the map.

E : The chicken want to break the map. So what do I do ?

E : Oh wait a second! Don't break me! D : But I'm just pecking.

* Distress *

E : Join him. Or you'll die.

E : Weee! Hi everyone! L : Wait, I wanna get your corpse.

D : Oh look at me! E : You're going to fall.

D : You see what I am doing ? I'm like Superman. E : Ah yes.

E : Leave me alone! No! Respect my body!

E : Respect my body! D : So respect me too. Because I'm helping you. L : No, please. I don't want to throw Nathan.

E : Too late. I'm dead. I'll be back at the next...

...ventilation ?

D : Let's goooo !! E : Yaaaaah!!

E : Best friends! Best friends!

E : Oh! You pecked me!

L : Wait. I've got a problem with the cable.

* Lashado met a problem with his controller's cable *

E : Wait second! Cable problem!

L : He's sit on it...

D : What happened ? E : Oh you cheated!

D : What ?! I didn't do anything ! E : Booo!

D : It's your fault! E : BOOOO !

E : Boooo!

D : hey don't lie. You falled by yourself.

E : booooo.

D : You wanna pass guys ?

D : Do you want to pass?

E : Oh look! He's gonna get sucked!

* Laughs *

E : Ah he was playing the smart one!

E : I'm waiting for you!

E : Here. I'm waiting.

E : I'm watching you.

E : Come OOOOON !

E : HighEEEEER !

E : Do IIIIIT !

E : I believe in you!!!

" Shut your f***ing mouth "

" OMG. Shut up. Shut up. A million time shut up. I'm going to kill you "

" Shut up "

E : Com... " SHUT UP "

L : Look at how he's climbing!

* giberish *

* Edelnary sings what seems to be the "Back to the future" theme *

E : Look. That's how we climb, boys!

E : Oh no! I'm slipping. I'm slipping!

E : Look at that. Look at that!

* Super Akward Audio *

E : Goodbye.

E : Oh no! It's okay!

E : Oh no! All that fighting for nothing!

E : Now we kill him first!

E : Holy cow! Oh NOOOOO!!! Seriously ?! He wins because of you!

D : I win ? E : Yes you do. D : Woohoo!

D : All together! We dance! What do you think ?

E : Okay. Huh... What are you doing ?

E : We're suppose to have fun today so you...

E : OOOOOOOOHHH !!!!!

D : Woah. Woah. E : WOAH !

* Laughs *

E : He pull the carousel off !

E : Oh okay. It's cables here!

E : I didn't see that.

* Laughs * D : Help me! I'm stuck!

E : Well die. Just let go! It's over!

E : Blerg!

E : Even the carousel doesn't respect you anymore!

* Pain noises *

E : What ?!

E : What ?! But you died before me!

E : i wanna fite you :3

E : Oh no!! That's so annoying!!

D : What's wrong? I'm just having fun.

E : You're not having fun. You're not doing anything.

E : It's not brave from you.

E : Where is bravery here ?

For more infomation >> NO FAIRPLAY | Gang Beast - Duration: 11:51.

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【楓動畫】七大守護神 預告 - Duration: 0:23.

For more infomation >> 【楓動畫】七大守護神 預告 - Duration: 0:23.

-------------------------------------------

Project Management - Calculating Schedule Variance and Cost Variance in Excel - Duration: 7:35.

My name is Balamurali and today

I will explain how we can calculate the schedule variance and cost variance using a simple Excel Sheet. So first let me write down the formula

Schedule Variance equals Earned value - Planned value

Cost variance equals, Earned value - actual cost

I will explain what is Earned value and Planned value as we go further

So suppose you have a project and you estimate this project at thousand dollars

so budget at

completion is

thousand dollars and you

estimate the effort for this project as thousand hours

Let's say you divide this into three sprints

Sprint one

Sprint two and three

This will represent your planned effort. So after sprint one you are planning to complete

three hundred hours

Let's say planned effort and put hours

Yeah

After sprint one you are planning to complete three hundred hours of

work

Sprint two seven hundred at the end of spring three

You plan to complete the entire thousand hours of work

So I'm going to put this as a fraction three hundred hours of

Total thousand is point three

This is 0.7. This is one

Now we can calculate the plan value

So planned value is the approved budget for the work scheduled to be completed by a specific period of time

So the approved budget after the sprint one will be point three

Into thousand dollars

So planned value will be in the dollar the money terms

So this will be three hundred

Dollars of work you will compete after the sprint one

seven hundred dollars of work

Is planned after sprint two and thousand dollars is planned after this sprint three

So planned value is done. Now you have started the sprint and actual

in hours

Say after the sprint one you complete only 250 hours of

the

thousand

Total thousand planned, after the sprint two six hundred

this is in hours and

After sprint three, thousand.

So let's again express this as a fraction so

After sprint one 250 hours of thousand means .25

After sprint two .60 .. 1

Now we can calculate the Earned Value

Okay, let me

Point out one very important thing, when you see this actual 250 hours of work

This 250 hours of work is out of this thousand

hours, in other words what I'm saying is

Maybe your resources may have spent a lot of hours.

Say 500 or 600 hours, but out of this

Thousand hours planned

How much they have completed? Maybe they have, may have, spent time doing some other activities so that doesn't count

So that you have to take a note. So earned value will be this fraction

Into

The budget at completion

Actual completed percentage into the Budget at completion. It's 250 dollars

Similarly this will be $600

And this will be thousand dollars

So we have calculate the earned value so schedule variance now we can calculate

Schedule Variance is earned value

minus

Planned value

It's a negative value

Okay, so what the inference you have to make from here is

Minus fifty dollars is your schedule variance which means you are behind the schedule

after sprint one. Minus hundred dollars

you are again behind the schedule after sprint two

Negative is not favorable for schedule variance

And

Finally nothing is left after the sprint three and so you know you don't have any variance. Everything is completed.

Let's go and calculate the cost variance but before cost variance we need to

Have the actual cost. okay so after by the time your sprint one is completed you have spent $400

Like I said earlier your resources did a lot of work

And you have to pay them

But it it was not that much you know effective, so you ended up spending

$400 where actually

they

Have done only to $250 worth of work

after the sprint 2

It's like $900 and after the

sprint 3

it's

$1,400 you had to spend

so now we calculate the

cost variance

So cost variance is equal to earned value - actual cost

Okay, so cost variance is negative

you spend 400 instead of

You should have spent only 250. You spent 900 when you should have only spent 600

See here if you see this - 300, so that means you have spent more

than

You should have spent. So again a negative value for cost variance is not favorable

At the end of the project you ended up in spending $400 more that you should have done

Okay, thank you friends. Hope you had some

So you have gained some information out of this and I will post more videos

Regarding Earned value management, so thank you very much

For more infomation >> Project Management - Calculating Schedule Variance and Cost Variance in Excel - Duration: 7:35.

-------------------------------------------

Project Management - Monthly Project Cost Calculation in Excel - Duration: 5:37.

I will explain to you how you can calculate your monthly budget in a

very simple way using a simple Excel sheet. So let's assume you have around

five employees working for your project. So let's name these employees as R1, R2

R3, R4 and R5. So let's fill in the first column,

resource R1, R2, R3, R4 and R5. So the second column will be rate per hour

this will be in dollars. Okay so your employees will have different rates

per hour. So let's say R1 has $10 per hour R2 $20 per hour

R3 $15 per hour, R4 $10 per hour and R5 $20 per hour.

Third column will be the working hours per day. Let me do this formatting a bit

okay

So let's assume that this is industry standard of 8 hours

Now the next step is to calculate the net working days for each employee. For

that first we need to understand what is the total number of working days for the

month, how much how many leaves each employee takes for that particular month

So let's fill up the total working days for the month. So Saturday Sundays off

and you have four weeks, so eight days are taken away. So lets put 22 days.

Leaves. The first employee R1 here, he takes one day for that month, R2

takes two days, R3 takes three days, R4 does not take any leave, R5

take a long leave or five days. Net working days. Okay, so this will be the

difference between the total working days and the leaves, 21. So we will use

the same formula for the other employees as well. So employee one, net working days

is 21 - for the employee two - it is 20 days. 19 days for the employee 3, 22 days for the

employee 4 and 17 days for employee 5, which means now we have all the

data, to calculate the cost for each employee for that month.

So the cost will

be the net working days into working hours per day into rate per hour. So rate per

hour into working hours per day will give you the cost for

that particular day for the particular resource, into net working days will give

the cost for the month for that particular resource. And let's use the

same formula for the other columns as well. And then, now let's sum it up. Okay

let's put this in a box. So eleven thousand six hundred forty

dollars is a total cost for all your employees for that particular month. Now

you may incur other costs such as, you purchase a software for say, four hundred

dollars, a hardware for your project for six hundred dollars and some other cost

say hundred dollars. So your total cost will be the sum of the

resource cost plus software, hardware and the other cost. So it will be twelve

thousand seven hundred and forty and let me put this in this box. So this is the

total cost for that particular month so friends hope this video was useful to you.

you

For more infomation >> Project Management - Monthly Project Cost Calculation in Excel - Duration: 5:37.

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Dalla vostra parte -Canicattì ''QUI L' ACQUA A PESO D' ORO E FA SCHIFO '' DA 10 ANNI PRIVI DI ACQUA - Duration: 1:37.

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BTS Exhibit Wings Chronicles in Manila Day 1 VLOG - Duration: 17:56.

Hey K-loving friends, this is Nadine

and I'm currently at the Wings Chronicles in Manila

I'm not sure if I'm in focus or if you can hear me

Better lighting here

(intro...again) Hey everyone, hey K-loving friends, this is Nadine

and I'm currently at the Wings Chronicles in Manila Day 1, 4-5 pm

and I just want to thank Rosie, Thank you so much for inviting me

And I'm here with Jin

I suddenly miss them

Oh my gosh, forehead please

Forehead Jin please comeback

Let's have a 180degree change

from cutie smiling Jimin to

ruuuude Jimin. Lie!

Happy Birthday Jungkook

nochu come thru

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