Developing awesome computer graphics software since 2004

Ontario, Canada
Joined July 2009
Manual clump edits and procedural clumping work together in Ornatrix App Beta. Change the clump count and your hand edits stay put. New tutorial with Marsel Khadiyev, part 1: Input Shape vs Volume, Volume Collisions, Clump Hairs and procedural subclumps. #Ornatrix #3DGrooming
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🎉 ORNATRIX SHOWCASE No. 57 is live! Game heroines, folklore monsters and a painterly stylized look. 📌 Featured: Jeong Heon Lim, KANG SEUNGHYUCK, Baekyoung kim, Andrea Bertaccini, Aney Sieko, mickeyben, Soo-kyung Park, romjke, ROO #Ornatrix #Grooming
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🎉 ORNATRIX SHOWCASE No. 56 is live! Photoreal portraits, beards, a snow fox and feathered wings. 📌 Featured: SeungHyeok Yoo, Lim Jaegil, Kestutis (Kestas) Rinkevicius, Xuehua, Olga Gvozdenovich, Raul Tavares, Kevin Beckers, HyoSoo Kim, Tiago Rios #Ornatrix #Grooming
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1/ Most slow grooms aren't slow because of strand count. They're slow because the stack keeps computing data the camera never sees. A few rules from the new Ornatrix Maya groom optimization guide:
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5/ Sims: simulate guides, not dense hair. Add Detail after Moov, use a simplified closed collision mesh, and bake with Animation Cache once the sim is approved.
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6/ Full guide with screenshots and stack examples in the Ornatrix Maya docs: ephere.com/plugins/autodesk/…
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New Ornatrix App Beta tutorial: from a single photo to a 3D groom. Marsel Khadiyev turns a Wednesday Addams reference into a 3D hair shell with Generate Hair Shell, then builds the groom by hand: strand groups, clumps and French braids. #Ornatrix #3DGrooming
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One hairstyle, any head, including a MetaHuman. New Ornatrix App tutorial by @artofcharly : generate heads with the Human operator, apply a groom via Graft Groom and the scalp aligns itself. Then convert a head to MetaHuman and groom it in Ornatrix App. #Ornatrix #MetaHuman
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1/ Getting hair to move is the easy part. Keeping the hairstyle intact while it moves - that's the real trick 🌬️ New tutorial: Moov Physics for Ornatrix in Maya 🧵
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2/ What's inside: - simulating hair efficiently using guides - creating and animating wind - setting up collisions - preserving the original hairstyle - underwater hair effect - baking and reusing the sim with Animation Cache
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3/ Plus practical tips for keeping your simulations fast and easy to iterate. 👉 ephere.com/plugins/autodesk/… #Ornatrix #Maya
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Custom MetaHuman hair, from Unreal Engine 5.8 to the Ornatrix App and back. Episode 6: DCC Export, Graft Groom with pre-fitted grooms, Alembic export for UE and groom binding. Lesson learned: set the import rotation before you build the binding. #MetaHuman #UE5
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🎉 ORNATRIX SHOWCASE 55 is live! 9 fresh takes on CG hair & fur. 📌 Featured: Lim Jaegil, Jeroen Van Hoorebeke, Manu Herrador, Julen Urrutia, Hyunseok Jin, Eugene Lukashevich, Se young Lee, Florian Malchow, Bruno Camara #Ornatrix #Grooming
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How to build a fully custom dread hair card in Ornatrix App - not a preset, an actual reusable groom you make yourself. Clump, double frizz, root-to-tip color, then AI-exposed parameters for instant variations. New tutorial is up. #Ornatrix
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New Ornatrix tutorial: turning a full head of hair strands into a procedural hair card atlas, scalp and eyebrows combined in one texture. Strand groups, card presets, variations, and channel breakdown (base color, alpha, normal, AO). Non-destructive the whole way through.
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🎉 ORNATRIX SHOWCASE No. 53 is live! Nine grooming works from artists worldwide. 📌 Featured: Somni, hyeri, Andrew Krivulya, Artem Erikenov, François Boquet + 4 more #Ornatrix #Grooming
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Ornatrix V4 just landed in Cinema 4D. Curved strand extension, brush textures, clump manipulators, and Unreal Engine export via Alembic, all fully non-destructive. #Ornatrix
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