Combining Hair and MoGraph in Cineversity Brand ID: Alternate Hair Color Inverted MoGraph Selections

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Instructor Ranger&Fox

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  • Duration: 05:02
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Duplicate the hair system, invert the mograph selection then change the color gradient.

We’ll nest all of our needed elements together under a Null and name it ‘A’. Duplicate A and call the newly created null ‘B’, now that we have two hair identical hair systems, both looking at the same geometry source, we’ll now invert the mograph selection on group B. This will invert the visible cloners and new hair object will cover the remaining edges of the geometry. We’ll then duplicate the hair material and assign the new one to the hair object in group B and change the color to an alternate gradient.

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Transcript

Hi, this is Brett Morris, and in this video, we're going to duplicate our hair system, invert the MoGraph selection to invert the hairs' distribution along our chosen geometry. We'll also add a secondary hair color to really identify the two hair groups that we're working with. So let's start off by creating a null object and start to organize this thing a little bit better. So if we place our effector, play button, connect, and hair object, we can actually delete the polygon object as we don't need that anymore, and just for order of operations, I'm actually going to place the effector underneath the connect, and we're good to go. So let's label this Null A and this is going to be our A group. Let's duplicate this and call this B. Now, one thing we can do to make life a little bit easier, let's take this play button out and delete this one and you can see everything snaps back to kind of a funky sort of default, but if we apply this object to the object link, we should go back to where we were. Now we have one single object controlling both MoGraph systems. The next thing, which is the easiest part of this lesson, is actually just coming over to our MoGraph selection tag, selecting invert. And what's happened is we've actually inverted the selection so the new geometry is being generated along those edges that we previously turned off, and to clearly identify what's going on, let's just turn our hair objects off so we can see the viewport a little bit easier. We can turn off A and you can see we can still see our framework from the object. We can see a lot of these edges that are now deactivated are yellow, and the visible ones are red, and if we turn off B and activate A, it's the invert of that. So, we can see all of these edges are visible and we've got some of these edges turned off. We turn on B, they now fill themselves in. So this is super helpful because both MoGraph systems are looking at the same object and if we ever made a change to one of the selections, all we'd have to do is just duplicate the selection over here, apply it to the hide selection, and invert it, and everything stays in sync. Okay. So let's just start off by turning our hair objects back on, and if we render, we can see everything's blue. So let's just pull out so we've got a little bit of a better window to look at and let's duplicate this hair. Let's first...let's just call this Hair Mat A and let's duplicate this and call this one Hair Mat B. So, you guessed it. Let's play Hair Mat B to the B hair object and let's just make some adjustments. So we're actually gonna adjust this over to the kind of more orange, yellow color from the Cineversity brand guide, and just to get us started, let's just adjust the hue, just get it over to that warmer range, and I'm looking at this thing here, it's not exactly what we want so let's just kind of get a little bit of a nicer color spectrum in here, and this might be good to start off with, maybe that should be a little bit brighter, and now if you render, we can see we've got these patches of the orange hairs that are being only created along these B bits of geometry. The hair count is a little bit wild at the moment. If we go back to our guide, we can see that both of them have 500 but that's 500 in total. We know that the blue system has probably twice the amount of edges so if we just start to adjust these accordingly, let's just set this to be maybe 10,000 and then the B group to be 5,000. We can kind of see that the color distribution feels a little bit more even. Obviously, there's a lot more blue than there is orange but the idea is that along every edge has roughly the same amount between both systems. In this video, we created a secondary hair system quickly by duplicating our MoGraph cloner and hair system, we inverted the MoGraph selection, and created a new hair color. Next up, we'll add some style and lights to the hair to get it into more of a production ready render.
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