hey, from a post I did a little while ago : http://www.francois-tarlier.com/blog/blender-vfx-wish-list-features/
[Bonus] Hair Simulation > This is not directly VFX related but as I understand, you had trouble with > hair simulation on Sintel. I did talk about it with Daniel Genrich at the > time, because I think he is the dynamics guru who could nailed this kind of > thing. So I gave him a few papers to look at which he thoughts were very > interesting and not very hard to implement, but as I recall it was too late > to implement at that time and you guys didn’t have enough time to do it or > even take the risk to test it. But I guess it is not too late for next > projects. > When I was working on face tracking/recognition at Ubisoft, I met someone > *(Basile > Audoly <http://www.lmm.jussieu.fr/~audoly/>) working on mathematically > modeling the dynamics of hair*. He gave us a demo which was very > impressive. And if I’m not mistaking, he has been working for l’oréal > research after that [image: :)] > His program was able to model curly, straight, dry, wet, growing,… hair, > but also dynamic cutting, all those features model in his research. I have > personally seen his demo, and I have never seen something so real, see by > yourself with the video ! > Here are the papers and videos : > Super-Helices for Predicting the Dynamics of Natural Hair > > - *video* : > http://www.lmm.jussieu.fr/~audoly/research/hair06/HairDVDVideoQT.html > > > - *paper* : > http://www.lmm.jussieu.fr/~audoly/research/hair06/BA_hair_siggraph06.pdf > > > - *Predicting Natural Hair Shapes by Solving the Statics of Flexible > Rods* > > > - *paper* : > > http://www-evasion.imag.fr/Publications/2005/BAQLLC05/BertailsElectronicFinalEG.pdf > > > - *publication* : > http://www-evasion.imag.fr/Publications/2005/BAQLLC05/ > > > - *video 1* : > http://www-evasion.imag.fr/Publications/2005/BAQLLC05/astaticStrandEG05.mpg > > > - *video 2* : > http://www-evasion.imag.fr/Publications/2005/BAQLLC05/fullModellingEG05.mpg > > > - *Basile’s Website* : http://www.lmm.jussieu.fr/~audoly/ > > cheers , F. 2013/12/19 Lukas Tönne <[email protected]> > Hi Hsuan-Hao, > > Having a dedicated hair solver would be great. The same code is currently > used for particles as well as hair, with "fake" cloth data being generated > in addition to that for hair dynamics. This is a very cumbersome and > complicated system, where the exact use of the data has to be checked in > almost every function. > > Particles will get a replacement next year. This leaves us with the option > of removing/disabling the particle code from the current system and turn it > into a pure hair feature, but eventually the whole thing should be recoded. > > As a rough outline, these are the steps i would suggest: > > * Implement a dedicated data structure for hair. Atm the geometric model > for hair is based on spline interpolation, with "particle paths" being used > as the control points. But there are a number of more suitable models > around, e.g. > - Modelling hair as strands, which supports very detailed curling without > much additional data [1] > - Volumetric hair [2] > > I'm far from being up-to-date on all the methods being used in the > industry at this point, a thorough investigation of available methods is > needed. > > * Integrate hair dynamics into a general simulation framework. This is > another part of the planned physics improvements for next year: We want to > solve the problems with object interaction by moving away from the current > use of "modifiers" as the basis of simulations. I've written down a few > thoughts on why this is a problem and how it can be solved by adding a > scene-level simulation framework at [3]. > > * Adapt current sculpting/particle edit tools to work with the new hair > data structures. Ideally the sculpting tools should be generalized in a way > that allows use with different types of geometry where applicable, such as > surfaces (2D), "strands" (1D) and point (0D) data. Special hair features > such as curl parameters may still require specialized brush types. > > Regards, > Lukas > > [1] > > http://hal.archives-ouvertes.fr/docs/00/52/02/70/PDF/finalcoursenotes2008.pdf > [2] http://graphics.pixar.com/library/Hair/paper.pdf > [3] > > http://wiki.blender.org/index.php/User:Phonybone/PhysicsRoadmap#Simulation_Framework > > > On Thu, Dec 19, 2013 at 8:15 AM, 張軒豪 <[email protected]> wrote: > > > Hi all, > > > > My name is Hsuan-Hao Chang and I am new to this mailing list. > > I am specially interested in 'Hair' in Blender. > > > > The hair sculpting tools in Blender is amazing but I want more. > > Since Blender is open source, I decided to build some tools. > > For example, > > brush to orient strand of hair without change the shape, > > utility to transfer hair shape from one to others, > > roller helps create curl hair like Disney's Brave, > > etc... > > > > Before that, I think it would be a great idea to ask the project owner > and > > everybody here first for advices. > > > > Also, I am interested in hair simulation. > > >From the source code, I found the current 'hair simulation' using an > > implicit cloth solver. > > I have gave it a try, but the behavior of collision is not easy to > control. > > > > Will we have any plan to implement a real hair solver? > > If we do have a plan, I want to do some contributes on that. > > It would be a necessary if we just made a great hair style and want to > > animate it. > > > > Regards, > > Hsuan-Hao > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- ____________________ François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
