Late reply, but the mesh has to be "flattened out" to the UV layout so you can render the hair like a normal scene. IIRC, the Blender hair doesn't get rendered when you Bake to Texture, hence the step with laying the mesh out and then applying hair to it.
30:32 It seems to me, if you could have put some kind of markers at the corners of the UV map when you exported it to SVG and reimported it, so that they ended up at the corners of the view when you positioned the camera, then everything should be properly aligned and you wouldn’t need this extra manual coordinate adjustment step.
why not just bake it onto a second mesh without the svg workflow? You wouldn't have any seams that way.
I wondered the same thing.
How to do that?
Late reply, but the mesh has to be "flattened out" to the UV layout so you can render the hair like a normal scene. IIRC, the Blender hair doesn't get rendered when you Bake to Texture, hence the step with laying the mesh out and then applying hair to it.
hmm interesting method please continue developing it!
There are a couple of thoughts on how to improve this method. I'll go and try.
This is pretty cool. Will come in handy for my new hair shader!
Thanks u so much, u are awesome =D😍😍😍😍😍
Useful technics. 👍🏻👍🏻👍🏻
hey friend! I think we need an updated video on this 😓😓
30:32 It seems to me, if you could have put some kind of markers at the corners of the UV map when you exported it to SVG and reimported it, so that they ended up at the corners of the view when you positioned the camera, then everything should be properly aligned and you wouldn’t need this extra manual coordinate adjustment step.
How about finish this too long totorial?
eh thats useful
19:50 Why not Sun?
It does't look to good also you could probably use clone and snear to cover those seams but then again other maps still are not fiting to well.
Really weird audio. Are you in a closet? :-)