Re[2]: Softimage Hair options?

2014-02-08 Thread Artur Woźniak
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?

2014-02-08 Thread Mario Reitbauer
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