25 Mar

Feather placement in Yeti

In this tutorial I will explain a technique to place and control feathers using grooms instead of normal scattering of points.

Scenefile

12 thoughts on “Feather placement in Yeti

    • If you mean how you can align them to the surface. You can either use the Normal as $N in the instance node or the tangent (if you set it before with an attribute node) as $tangent for the Alignment and Up Vector.

  1. Hi Mario!

    I think what Furkan means is the twist of the feathers along their length which is crucial in more tricky areas that are less flat.

    You can add an attribute that you put to 2 by default, for example and you use this in the twist parameter and subtract 2. Why 2? Well, this allows to turn into both directions since you cannot paint negative values. 2, because this is more than 100 degrees in radians which should be enough. If you wanna have more degrees of freedom, you can define a higher default value.

    Greets,
    Carlo

  2. Sorry I have a few beginner questions here. How did you select an individual strand at 4.30?

    Thanks,

    • Hey Brendan, sorry for the late reply. You select strands by choosing a tool (comb or sculpt) and then with ctrl + left mouse button. You deselect with ctrl + middle mouse button.

  3. Thanks Mario! Sorry, I have another question. Do you ever use more than one Yeti node. I have a bird that has flight feathers as well as body feathers, would you have them under the same node?

    Thanks again,

    • Hey Brendan

      No problem, glad if I can help you.
      Yes I do use multiple nodes.
      For ease of use it often makes sense to split them up.

      But you could also only use 1 node and paint the feather which should be used as an attribute. Depends a bit on what you like best when working with it.

    • Btw, if you got a topic I should handle a bit more in detail, let me know and I will add it to the site as soon as I got time.

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