Re[2]: Softimage Hair options?
Guys I worked with in Platige, used ass to export hair from yeti. Textures were applied then in Xsi. Artur -- Wiadomość oryginalna -- Od: olivier jeannel olivier.jean...@noos.fr Do: softimage@listproc.autodesk.com Wysłano: 2014-02-08 16:08:26 Temat: Re: Softimage Hair options? How do you export a hair sim from Yeti back in Softimage ? Pointcache ? Alembic ? Ass ? Do all info translate well for rendering in Arnold ? Olivier Le 08/02/2014 15:21, Sebastien Sterling a écrit : Maybe if we got a petition of xsi centric companies or a sort of kickstarter goal we could persuade them that Softimage is worth porting too :) i know i'd drop a grand for yeti. On 8 February 2014 15:07, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Having seen people use Yeti for a year in production i'd have to say its pretty revolutionary in terms of workflow, i've seen people acclimatise to it in a matter of weeks, the only drawback i can see is ironically, it doesn't render using mental ray, obliging you to go for Arnold or vray renderman... A year ago, i sent them an email inquiering as to the possibility of a Softimage port in the near/far future. this was the response. Thank you for the great feedback - we have investigated Yeti integration for rendering preview which may be available in a later version but at this time we're not planning an XSI version of the editing tools. Adding in support for a whole new 3D application is a large task and we haven't had enough demand for an XSI version at this stage. If at some point that changes and it looks like a studio may commit to a large number of licenses we could afford to do this. We're glad you're enjoying Yeti! All the best, Colin On 8 February 2014 13:25, Tim Leydecker bauero...@gmx.de wrote: Thanks for this in-depth answer! Personally, I´m starting to lean towards going for the trial of Yeti, one reason being that I think I remember Colin Doncaster´s name from another maya maling list and another because of the really nice sample image of a bear posted by Yolandi Meiring in a similar thread here: (Thread) https://groups.google.com/forum/#%21topic/xsi_list/2erKqUcghpI (Image)https://groups.google.com/group/xsi_list/attach/994086131ca9460/bear_still.jpg?part=4view=1 Another really nice one is a proof of concept of bringing (3dsMax) hair-farm into Softimage from Lee-Perry Smith, with props to Dani Garcia and Steven Caron. That human hairdo and it´s renderings look incredibly awesome. http://ir-ltd.net/hair-farm-hair-into-softimage/ For a Melena/Kristinka workflow using Anto Matkovic´s tools in those beautiful shed projects there´s a nice clip posted by/on Lester Banks http://lesterbanks.com/2013/05/workflow-tips-for-creating-and-grooming-hair-in-softimage/ -- I have only limited amounts of time I can spend on this and need to find something that has potential to be useable for testing Redshift´s hair shading approach when applicable but ideally integrates seamlessly into either Maya/Max/Softimage. The combination of Maya+Redshift is allready working very well and it seems it´ll be easier to successfully migrate from simple hair/fur testing to something actually looking good (using yeti). Also, yeti has a variety of licensing options I might find atractive at a later date if tempted to actually finish something beyond spare-time doodling. I´d prefer Softimage but if that stuff works better in Maya, it´ll be Maya. I suck with Max, even the fastest and most intuitive plugin can´t compensate that sad fact. Cheers, tim On 08.02.2014 12:57, Stefan Kubicek wrote: Hi Tim, I've just been dealing with hair an a hamster and used the built-in hairfur of Softimage /2014SP2). A few tips about working with built-in hair: Avoid too dense meshes. It creates a guide hair for every vertex, hence dense meshes make you fiddle with lots and lots of guide hair strands manually, which can be counter-productive and -intuitive. If you want to edit hair parameters on a per vertex basis (via vertex colors), you need to plan ahead where exactly you want your hair to be and where you want certain features (transparency, density, kink frizz) to change and over which distance/area. This is especially important for areas like hand and feet, as well as nose eye lids. So, before you move the mesh into skinning/rigging, you better make sure your topology works not only for animation but also for the hair setup you have in mind. Don't rely on the built-in style transfer functionality. It does mostly work but has a tendency to blur the transferred hair style, even if your source and target emitter topology are the same. You need to move in again and reintroduce details in the fur that got lost. If you want to simulate hair with collision don't use a subd mesh as the emitter. The docs say that having hair emitted from a subd mesh cannot collide with its own emitter, so you have to duplicate
Re: Re[2]: Softimage Hair options?
I can highly recommend doing the basic hair styling in Zbrush with fibremesh and then export it to maya directly or through a plugin (http://florianeberle.com/2012/02/21/fibermesh-to-strands) to softimage. You can then use the imported curves for ice or in yeti to finalize your hair grooming. Actually there is no tool which is even close to zbrush when it comes to brushing your hair. I guess this will be the way to go in the future (at least for brushing your guides before you add stuff on top) cheers Mario On Sat, 08 Feb 2014 15:12:33 +, Artur Woźniak artur.w...@gmail.com wrote: Guys I worked with in Platige, used ass to export hair from yeti. Textures were applied then in Xsi. Artur -- Wiadomość oryginalna -- Od: olivier jeannel Do: Wysłano: 2014-02-08 16:08:26 Temat: Re: Softimage Hair options? How do you export a hair sim from Yeti back in Softimage ? Pointcache ? Alembic ? Ass ? Do all info translate well for rendering in Arnold ? Olivier Le 08/02/2014 15:21, Sebastien Sterling a écrit : Maybe if we got a petition of xsi centric companies or a sort of kickstarter goal we could persuade them that Softimage is worth porting too :) i know i'd drop a grand for yeti. On 8 February 2014 15:07, Sebastien Sterling wrote: Having seen people use Yeti for a year in production i'd have to say its pretty revolutionary in terms of workflow, i've seen people acclimatise to it in a matter of weeks, the only drawback i can see is ironically, it doesn't render using mental ray, obliging you to go for Arnold or vray renderman... A year ago, i sent them an email inquiering as to the possibility of a Softimage port in the near/far future. this was the response. Thank you for the great feedback - we have investigated Yeti integration for rendering preview which may be available in a later version but at this time we're not planning an XSI version of the editing tools. Adding in support for a whole new 3D application is a large task and we haven't had enough demand for an XSI version at this stage. If at some point that changes and it looks like a studio may commit to a large number of licenses we could afford to do this. We're glad you're enjoying Yeti! All the best, Colin On 8 February 2014 13:25, Tim Leydecker wrote: Thanks for this in-depth answer! Personally, I´m starting to lean towards going for the trial of Yeti, one reason being that I think I remember Colin Doncaster´s name from another maya maling list and another because of the really nice sample image of a bear posted by Yolandi Meiring in a similar thread here: (Thread) (Image) Another really nice one is a proof of concept of bringing (3dsMax) hair-farm into Softimage from Lee-Perry Smith, with props to Dani Garcia and Steven Caron. That human hairdo and it´s renderings look incredibly awesome. For a Melena/Kristinka workflow using Anto Matkovic´s tools in those beautiful shed projects there´s a nice clip posted by/on Lester Banks -- I have only limited amounts of time I can spend on this and need to find something that has potential to be useable for testing Redshift´s hair shading approach when applicable but ideally integrates seamlessly into either Maya/Max/Softimage. The combination of Maya+Redshift is allready working very well and it seems it´ll be easier to successfully migrate from simple hair/fur testing to something actually looking good (using yeti). Also, yeti has a variety of licensing options I might find atractive at a later date if tempted to actually finish something beyond spare-time doodling. I´d prefer Softimage but if that stuff works better in Maya, it´ll be Maya. I suck with Max, even the fastest and most intuitive plugin can´t compensate that sad fact. Cheers, tim On 08.02.2014 12:57, Stefan Kubicek wrote: Hi Tim, I've just been dealing with hair an a hamster and used the built-in hairfur of Softimage /2014SP2). A few tips about working with built-in hair: Avoid too dense meshes. It creates a guide hair for every vertex, hence dense meshes make you fiddle with lots and lots of guide hair strands manually, which can be counter-productive and -intuitive. If you want to edit hair parameters on a per vertex basis (via vertex colors), you need to plan ahead where exactly you want your hair to be and where you want certain features (transparency, density, kink frizz) to change and over which distance/area. This is especially important for areas like hand and feet, as well as nose eye lids. So, before you move the mesh into skinning/rigging, you better make sure your topology works not only for animation but also for the hair setup you have in mind. Don't rely on the built-in style transfer functionality. It does mostly work but has a tendency to blur the transferred hair style, even if your source and target emitter topology are the same. You need to move in again and reintroduce details in the fur that got lost. If you want to simulate hair with collision don't use a