Re: Softimage Hair options?
Hi guys, my emaildatabase got fragmented between seperating machines, please allow for delayed responses. Thanks for the many ideas and insights shed on Melena and Kristinka as well as the thoughts and opinions on how to potentially best implement a system in Softimage. Personally, I identify at least two groups of users, the first one capable of going in and actively developing a working system, the second group benefiting from such developments rippling into either a (commercial) plug-in or even functionality that makes it into a vanilla installation. Often with some delay and a limited feature set but out-of-the-box functions none the less. Sort of the 2nd wave on the beach. As much as I´d like to perceive myself differently, I must say I am part of group two. I may be able to find good workflows and good combinations of tools but there´s limitations in how far I will be able to push beyond already existing tools. As such, for now, I am looking forward to giving yeti a run for it´s money and going for Maya as a common factor in bringing things together. This may be disapointing when seen from a Softimage fan boy perspective but I think it is obvious that being in wave two, I can not afford to limit myself in the choices between existing tools, as I already limited myself to those existing tools. Still, for Softimage, I would like to see a fully working system at some point. But that would include styling, dynamics, interactions, animation and transfer as well as actually beautifully endering using an elaborate shading and rendering model. That´s a lot asked for in an upgrade and I doubt this can get enough momentum due to it´s speciality, there´s other areas that might soak up all those ressources, like first of all revisiting the rendering situation across the whole programm, including creating, handling and rendering volumetrics. Or not to forget, the amount of effort it certainly takes to make Send to work flawlessly. Send to is a very good example of supporting wave two, even if it feels like it didn´t bring anything new, it actually creaked open some of the doors in the way. Caching is another thing that has brought a lot of benefits. Cheers, tim
Re: Softimage Hair options?
I'm doing a hair job right now with zbrush + softimage ice (melena). I will post the result as soon as we are finished and recap my experience using ice. What many people were allready mentioning is the lack of styling tools for curves/strands. So you are limited to what you get out of Zbrush. The next limitation in Softimage is that you can't rly create enough strands, it's just getting too slow as soon as you add filler to your styling so I thought (cause I render with arnold) we gonna try to write a procedural for this to add filler hair at render time. Other then this the Melena nodes and compounds are quite amazing but need some time to set your styling up as you want it. You definitly need to dig into it and use it several times to find out your best workflow and how and when you connect which compounds to get to a decent result. So lets see were I end up. In the end it might be best to use Houdini together with zbrush or like mentioned Yeti. 2014-02-16 12:04 GMT+01:00 Tim Leydecker bauero...@gmx.de: Hi guys, my emaildatabase got fragmented between seperating machines, please allow for delayed responses. Thanks for the many ideas and insights shed on Melena and Kristinka as well as the thoughts and opinions on how to potentially best implement a system in Softimage. Personally, I identify at least two groups of users, the first one capable of going in and actively developing a working system, the second group benefiting from such developments rippling into either a (commercial) plug-in or even functionality that makes it into a vanilla installation. Often with some delay and a limited feature set but out-of-the-box functions none the less. Sort of the 2nd wave on the beach. As much as I´d like to perceive myself differently, I must say I am part of group two. I may be able to find good workflows and good combinations of tools but there´s limitations in how far I will be able to push beyond already existing tools. As such, for now, I am looking forward to giving yeti a run for it´s money and going for Maya as a common factor in bringing things together. This may be disapointing when seen from a Softimage fan boy perspective but I think it is obvious that being in wave two, I can not afford to limit myself in the choices between existing tools, as I already limited myself to those existing tools. Still, for Softimage, I would like to see a fully working system at some point. But that would include styling, dynamics, interactions, animation and transfer as well as actually beautifully endering using an elaborate shading and rendering model. That´s a lot asked for in an upgrade and I doubt this can get enough momentum due to it´s speciality, there´s other areas that might soak up all those ressources, like first of all revisiting the rendering situation across the whole programm, including creating, handling and rendering volumetrics. Or not to forget, the amount of effort it certainly takes to make Send to work flawlessly. Send to is a very good example of supporting wave two, even if it feels like it didn´t bring anything new, it actually creaked open some of the doors in the way. Caching is another thing that has brought a lot of benefits. Cheers, tim
Re: Softimage Hair options?
hey Mario, how do you solve the problem of creating hair on displaced geometry ? I'm currently using Melana and Kristinka strands in combination with SI hair, and it's really a hassle sticking the hair to the displaced geometry. btw, reducing the particle display percentage of the pointcloud speeds up the display speed when using a lot of strands. But you prolly already knew this ;-) - Ronald On 2/16/2014 13:37, Mario Reitbauer wrote: I'm doing a hair job right now with zbrush + softimage ice (melena). I will post the result as soon as we are finished and recap my experience using ice. What many people were allready mentioning is the lack of styling tools for curves/strands. So you are limited to what you get out of Zbrush. The next limitation in Softimage is that you can't rly create enough strands, it's just getting too slow as soon as you add filler to your styling so I thought (cause I render with arnold) we gonna try to write a procedural for this to add filler hair at render time. Other then this the Melena nodes and compounds are quite amazing but need some time to set your styling up as you want it. You definitly need to dig into it and use it several times to find out your best workflow and how and when you connect which compounds to get to a decent result. So lets see were I end up. In the end it might be best to use Houdini together with zbrush or like mentioned Yeti. 2014-02-16 12:04 GMT+01:00 Tim Leydecker bauero...@gmx.de mailto:bauero...@gmx.de: Hi guys, my emaildatabase got fragmented between seperating machines, please allow for delayed responses. Thanks for the many ideas and insights shed on Melena and Kristinka as well as the thoughts and opinions on how to potentially best implement a system in Softimage. Personally, I identify at least two groups of users, the first one capable of going in and actively developing a working system, the second group benefiting from such developments rippling into either a (commercial) plug-in or even functionality that makes it into a vanilla installation. Often with some delay and a limited feature set but out-of-the-box functions none the less. Sort of the 2nd wave on the beach. As much as I´d like to perceive myself differently, I must say I am part of group two. I may be able to find good workflows and good combinations of tools but there´s limitations in how far I will be able to push beyond already existing tools. As such, for now, I am looking forward to giving yeti a run for it´s money and going for Maya as a common factor in bringing things together. This may be disapointing when seen from a Softimage fan boy perspective but I think it is obvious that being in wave two, I can not afford to limit myself in the choices between existing tools, as I already limited myself to those existing tools. Still, for Softimage, I would like to see a fully working system at some point. But that would include styling, dynamics, interactions, animation and transfer as well as actually beautifully endering using an elaborate shading and rendering model. That´s a lot asked for in an upgrade and I doubt this can get enough momentum due to it´s speciality, there´s other areas that might soak up all those ressources, like first of all revisiting the rendering situation across the whole programm, including creating, handling and rendering volumetrics. Or not to forget, the amount of effort it certainly takes to make Send to work flawlessly. Send to is a very good example of supporting wave two, even if it feels like it didn´t bring anything new, it actually creaked open some of the doors in the way. Caching is another thing that has brought a lot of benefits. Cheers, tim -- Ronald van Vemden --- 3D Graphics Animation Cyberfish Laboratories | www.cyberfish.nl Toonafish | www.toonafish.nl tel. +31(0)20 5289291 fax +31(0)20 5289292 email: ron...@toonafish.nl
Re: Softimage Hair options?
Problem is that you can only turn it down to 1% :) Actually I don't use displacement underneeth fur/hair. You wouldn't see it anyways. If I would use it, I would try to push the point/strandposition through the displacement map and place the strands to the position they should be. Doing the displacing of the position manually. Mario On Sun, 16 Feb 2014 21:28:16 +0100, Toonafish ron...@toonafish.nl wrote: hey Mario, how do you solve the problem of creating hair on displaced geometry ? I'm currently using Melana and Kristinka strands in combination with SI hair, and it's really a hassle sticking the hair to the displaced geometry. btw, reducing the particle display percentage of the pointcloud speeds up the display speed when using a lot of strands. But you prolly already knew this ;-) - Ronald On 2/16/2014 13:37, Mario Reitbauer wrote: I'm doing a hair job right now with zbrush + softimage ice (melena). I will post the result as soon as we are finished and recap my experience using ice. What many people were allready mentioning is the lack of styling tools for curves/strands. So you are limited to what you get out of Zbrush. The next limitation in Softimage is that you can't rly create enough strands, it's just getting too slow as soon as you add filler to your styling so I thought (cause I render with arnold) we gonna try to write a procedural for this to add filler hair at render time. Other then this the Melena nodes and compounds are quite amazing but need some time to set your styling up as you want it. You definitly need to dig into it and use it several times to find out your best workflow and how and when you connect which compounds to get to a decent result. So lets see were I end up. In the end it might be best to use Houdini together with zbrush or like mentioned Yeti. 2014-02-16 12:04 GMT+01:00 Tim Leydecker : Hi guys, my emaildatabase got fragmented between seperating machines, please allow for delayed responses. Thanks for the many ideas and insights shed on Melena and Kristinka as well as the thoughts and opinions on how to potentially best implement a system in Softimage. Personally, I identify at least two groups of users, the first one capable of going in and actively developing a working system, the second group benefiting from such developments rippling into either a (commercial) plug-in or even functionality that makes it into a vanilla installation. Often with some delay and a limited feature set but out-of-the-box functions none the less. Sort of the 2nd wave on the beach. As much as I´d like to perceive myself differently, I must say I am part of group two. I may be able to find good workflows and good combinations of tools but there´s limitations in how far I will be able to push beyond already existing tools. As such, for now, I am looking forward to giving yeti a run for it´s money and going for Maya as a common factor in bringing things together. This may be disapointing when seen from a Softimage fan boy perspective but I think it is obvious that being in wave two, I can not afford to limit myself in the choices between existing tools, as I already limited myself to those existing tools. Still, for Softimage, I would like to see a fully working system at some point. But that would include styling, dynamics, interactions, animation and transfer as well as actually beautifully endering using an elaborate shading and rendering model. That´s a lot asked for in an upgrade and I doubt this can get enough momentum due to it´s speciality, there´s other areas that might soak up all those ressources, like first of all revisiting the rendering situation across the whole programm, including creating, handling and rendering volumetrics. Or not to forget, the amount of effort it certainly takes to make Send to work flawlessly. Send to is a very good example of supporting wave two, even if it feels like it didn´t bring anything new, it actually creaked open some of the doors in the way. Caching is another thing that has brought a lot of benefits. Cheers, tim -- Ronald van Vemden --- 3D Graphics Animation Cyberfish Laboratories | www.cyberfish.nl [2] Toonafish | www.toonafish.nl [3] tel. +31(0)20 5289291 fax +31(0)20 5289292 email: ron...@toonafish.nl [4] Links: -- [1] mailto:bauero...@gmx.de [2] http://www.cyberfish.nl [3] http://www.toonafish.nl [4] mailto:ron...@toonafish.nl
Re: Softimage Hair options?
...@gmail.com wrote: A new hair system is kinda over due. :( On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote: Hi Tim, Thanks for the way you mentioned our projects :) . I would like to chime in and say that we, at Shed, are also looking at hair solutions actively. Our solution based on Kristinka does the job but it is very far from being an out of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after tedious testing was that any collision testing fails when your emitter is a subd mesh, independent of what you have it collide with (itself or another mesh), which kinda sucks and is the biggest problem I ran into for which I could not find a solution. Thankfully my fur was rather short and the character had a lot
Re: Softimage Hair options?
, but that is my answer. On 14 February 2014 00:51, Mathias N mdawn...@gmail.com wrote: Sticking with the idea of a complete solution within Softimage, what would your definition of heavier be? On Fri, Feb 14, 2014 at 12:23 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I saw that the first day it was up Eddie And as jawdroppingly cool as it is, i have a feeling we are going to need something a little heavier to go forward. On 14 February 2014 00:01, Ed Manning etmth...@gmail.com wrote: https://vimeo.com/80382153 On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: A new hair system is kinda over due. :( On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote: Hi Tim, Thanks for the way you mentioned our projects :) . I would like to chime in and say that we, at Shed, are also looking at hair solutions actively. Our solution based on Kristinka does the job but it is very far from being an out of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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
Re: Softimage Hair options?
. I toyed with the notion of a node graph like yeti's but from what i could see of it so far, it is very linear, nowhere near as fun as ICE, so a cool idea, for visualisation but i'd have to see a little more matured version to be sold. i doubt anyone will ever implement any of this, this is just a lot of pipe dreaming, but that is my answer. On 14 February 2014 00:51, Mathias N mdawn...@gmail.com wrote: Sticking with the idea of a complete solution within Softimage, what would your definition of heavier be? On Fri, Feb 14, 2014 at 12:23 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I saw that the first day it was up Eddie And as jawdroppingly cool as it is, i have a feeling we are going to need something a little heavier to go forward. On 14 February 2014 00:01, Ed Manning etmth...@gmail.com wrote: https://vimeo.com/80382153 On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: A new hair system is kinda over due. :( On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote: Hi Tim, Thanks for the way you mentioned our projects :) . I would like to chime in and say that we, at Shed, are also looking at hair solutions actively. Our solution based on Kristinka does the job but it is very far from being an out of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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
Re: Softimage Hair options?
ever layer you put them, influenced by the closest guide on that layer. And that's it, these are some of the things i would like to see in a heavier hair system. I toyed with the notion of a node graph like yeti's but from what i could see of it so far, it is very linear, nowhere near as fun as ICE, so a cool idea, for visualisation but i'd have to see a little more matured version to be sold. i doubt anyone will ever implement any of this, this is just a lot of pipe dreaming, but that is my answer. On 14 February 2014 00:51, Mathias N mdawn...@gmail.com wrote: Sticking with the idea of a complete solution within Softimage, what would your definition of heavier be? On Fri, Feb 14, 2014 at 12:23 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I saw that the first day it was up Eddie And as jawdroppingly cool as it is, i have a feeling we are going to need something a little heavier to go forward. On 14 February 2014 00:01, Ed Manning etmth...@gmail.com wrote: https://vimeo.com/80382153 On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: A new hair system is kinda over due. :( On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote: Hi Tim, Thanks for the way you mentioned our projects :) . I would like to chime in and say that we, at Shed, are also looking at hair solutions actively. Our solution based on Kristinka does the job but it is very far from being an out of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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
Re: Softimage Hair options?
per layer. (this would allow you to rapidly test incremental density simulations, on the fly without having to dive into an ice tree or bring up a ppg ). 3) I'm a big fan of the M tool in SI, i love the 3 small grey icons that appear at the bottom of the view port, (manipulate, magnet and weld) i just wish it was customisable with even more tools ! In this spirit i would like to have a small library of icons on the hair system panel, icons for guide painting, and manipulation: paint/erase grow/cut, brush/frizz,orient ...etc. i would like it to be possible to click and drag these icons into a small tray on the viewport like the M tool small grey icons. so you can have your own customizable loadout. 4) Convert To: a series of utilities that allow you to convert elements, primitives or meshes, into hair guides; so you can choose to draw a curve and then click convert to guides or strands, upon which you get prompted to choose an existing layer to add to, or to create a layer for this new hair element. if you choose a mesh like a rectangle, it would give you the options on how you would like the hairs to populate the inside of the mesh, by length? what density? etc... note: if you convert to a guide, them the elements will become guides, if you choose convert to strand then the elements will become hair in witch ever layer you put them, influenced by the closest guide on that layer. And that's it, these are some of the things i would like to see in a heavier hair system. I toyed with the notion of a node graph like yeti's but from what i could see of it so far, it is very linear, nowhere near as fun as ICE, so a cool idea, for visualisation but i'd have to see a little more matured version to be sold. i doubt anyone will ever implement any of this, this is just a lot of pipe dreaming, but that is my answer. On 14 February 2014 00:51, Mathias N mdawn...@gmail.com wrote: Sticking with the idea of a complete solution within Softimage, what would your definition of heavier be? On Fri, Feb 14, 2014 at 12:23 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I saw that the first day it was up Eddie And as jawdroppingly cool as it is, i have a feeling we are going to need something a little heavier to go forward. On 14 February 2014 00:01, Ed Manning etmth...@gmail.com wrote: https://vimeo.com/80382153 On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: A new hair system is kinda over due. :( On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote: Hi Tim, Thanks for the way you mentioned our projects :) . I would like to chime in and say that we, at Shed, are also looking at hair solutions actively. Our solution based on Kristinka does the job but it is very far from being an out of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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
Re: Softimage Hair options?
i experimented with a custom tool, which would write ice data arrays directly, so this could be for brushing existing strands, cutting strands, etc. i found the SDK wasn't behaving correctly in this area, i stopped it. On Fri, Feb 14, 2014 at 4:24 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: ICE on it's own won't yield a solution, a method of interaction is required, you need to be able to interact with the hair directly, with a pen and tablet. i thought maybe this hair system could take care of the guides, once this is done you import the guide data into ICE, which in turn takes care of populating, generating strands and such. this would allow for an artistic manipulation of the guides while maintaining the modularity and versatility of ICE.
Re: Softimage Hair options?
:- ( On 15 February 2014 02:04, Steven Caron car...@gmail.com wrote: i experimented with a custom tool, which would write ice data arrays directly, so this could be for brushing existing strands, cutting strands, etc. i found the SDK wasn't behaving correctly in this area, i stopped it. On Fri, Feb 14, 2014 at 4:24 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: ICE on it's own won't yield a solution, a method of interaction is required, you need to be able to interact with the hair directly, with a pen and tablet. i thought maybe this hair system could take care of the guides, once this is done you import the guide data into ICE, which in turn takes care of populating, generating strands and such. this would allow for an artistic manipulation of the guides while maintaining the modularity and versatility of ICE.
Re: Softimage Hair options?
how about a system where you create and style guides before sending the data to ICE ? melena has a create strands from curve node, it seems doable... On 15 February 2014 02:13, Sebastien Sterling sebastien.sterl...@gmail.comwrote: :- ( On 15 February 2014 02:04, Steven Caron car...@gmail.com wrote: i experimented with a custom tool, which would write ice data arrays directly, so this could be for brushing existing strands, cutting strands, etc. i found the SDK wasn't behaving correctly in this area, i stopped it. On Fri, Feb 14, 2014 at 4:24 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: ICE on it's own won't yield a solution, a method of interaction is required, you need to be able to interact with the hair directly, with a pen and tablet. i thought maybe this hair system could take care of the guides, once this is done you import the guide data into ICE, which in turn takes care of populating, generating strands and such. this would allow for an artistic manipulation of the guides while maintaining the modularity and versatility of ICE.
Re: Softimage Hair options?
ya, if you want to make your own curve tools that might turn out better.. but ask eugen sares how this area is lacking too ;) On Fri, Feb 14, 2014 at 5:17 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: how about a system where you create and style guides before sending the data to ICE ? melena has a create strands from curve node, it seems doable... On 15 February 2014 02:13, Sebastien Sterling sebastien.sterl...@gmail.com wrote: :- ( On 15 February 2014 02:04, Steven Caron car...@gmail.com wrote: i experimented with a custom tool, which would write ice data arrays directly, so this could be for brushing existing strands, cutting strands, etc. i found the SDK wasn't behaving correctly in this area, i stopped it. On Fri, Feb 14, 2014 at 4:24 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: ICE on it's own won't yield a solution, a method of interaction is required, you need to be able to interact with the hair directly, with a pen and tablet. i thought maybe this hair system could take care of the guides, once this is done you import the guide data into ICE, which in turn takes care of populating, generating strands and such. this would allow for an artistic manipulation of the guides while maintaining the modularity and versatility of ICE.
Re: Softimage Hair options?
If you wanted to make it all within SI, but what if it was an external engine, like yeti, or fabric ? On 15 February 2014 02:19, Steven Caron car...@gmail.com wrote: ya, if you want to make your own curve tools that might turn out better.. but ask eugen sares how this area is lacking too ;) On Fri, Feb 14, 2014 at 5:17 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: how about a system where you create and style guides before sending the data to ICE ? melena has a create strands from curve node, it seems doable... On 15 February 2014 02:13, Sebastien Sterling sebastien.sterl...@gmail.com wrote: :- ( On 15 February 2014 02:04, Steven Caron car...@gmail.com wrote: i experimented with a custom tool, which would write ice data arrays directly, so this could be for brushing existing strands, cutting strands, etc. i found the SDK wasn't behaving correctly in this area, i stopped it. On Fri, Feb 14, 2014 at 4:24 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: ICE on it's own won't yield a solution, a method of interaction is required, you need to be able to interact with the hair directly, with a pen and tablet. i thought maybe this hair system could take care of the guides, once this is done you import the guide data into ICE, which in turn takes care of populating, generating strands and such. this would allow for an artistic manipulation of the guides while maintaining the modularity and versatility of ICE.
Re: Softimage Hair options?
well, fabric has already proven they can. i mean, integrate visualization tools into softimage but have the data be separated. as long as you have good support for your target renderer (ie. render time procedural) and good support for caching softimage is just a host. it is a question of, interest, time, and money... someone has to be interested in investing the time to make some (little) money. On Fri, Feb 14, 2014 at 5:39 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: If you wanted to make it all within SI, but what if it was an external engine, like yeti, or fabric ? On 15 February 2014 02:19, Steven Caron car...@gmail.com wrote: ya, if you want to make your own curve tools that might turn out better.. but ask eugen sares how this area is lacking too ;) On Fri, Feb 14, 2014 at 5:17 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: how about a system where you create and style guides before sending the data to ICE ? melena has a create strands from curve node, it seems doable... On 15 February 2014 02:13, Sebastien Sterling sebastien.sterl...@gmail.com wrote: :- ( On 15 February 2014 02:04, Steven Caron car...@gmail.com wrote: i experimented with a custom tool, which would write ice data arrays directly, so this could be for brushing existing strands, cutting strands, etc. i found the SDK wasn't behaving correctly in this area, i stopped it. On Fri, Feb 14, 2014 at 4:24 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: ICE on it's own won't yield a solution, a method of interaction is required, you need to be able to interact with the hair directly, with a pen and tablet. i thought maybe this hair system could take care of the guides, once this is done you import the guide data into ICE, which in turn takes care of populating, generating strands and such. this would allow for an artistic manipulation of the guides while maintaining the modularity and versatility of ICE.
Re: Softimage Hair options?
so the question is can Softimage play both host to an external engine, and also be able to interpret subsequent data rom said engine through ICE. i don't think render support would be a problem if the hair ends up being strands, it wouldn't really matter that the guides aren't render supported, we just need them for styling and maybe simulation. On 15 February 2014 03:24, Steven Caron car...@gmail.com wrote: well, fabric has already proven they can. i mean, integrate visualization tools into softimage but have the data be separated. as long as you have good support for your target renderer (ie. render time procedural) and good support for caching softimage is just a host. it is a question of, interest, time, and money... someone has to be interested in investing the time to make some (little) money. On Fri, Feb 14, 2014 at 5:39 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: If you wanted to make it all within SI, but what if it was an external engine, like yeti, or fabric ? On 15 February 2014 02:19, Steven Caron car...@gmail.com wrote: ya, if you want to make your own curve tools that might turn out better.. but ask eugen sares how this area is lacking too ;) On Fri, Feb 14, 2014 at 5:17 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: how about a system where you create and style guides before sending the data to ICE ? melena has a create strands from curve node, it seems doable... On 15 February 2014 02:13, Sebastien Sterling sebastien.sterl...@gmail.com wrote: :- ( On 15 February 2014 02:04, Steven Caron car...@gmail.com wrote: i experimented with a custom tool, which would write ice data arrays directly, so this could be for brushing existing strands, cutting strands, etc. i found the SDK wasn't behaving correctly in this area, i stopped it. On Fri, Feb 14, 2014 at 4:24 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: ICE on it's own won't yield a solution, a method of interaction is required, you need to be able to interact with the hair directly, with a pen and tablet. i thought maybe this hair system could take care of the guides, once this is done you import the guide data into ICE, which in turn takes care of populating, generating strands and such. this would allow for an artistic manipulation of the guides while maintaining the modularity and versatility of ICE.
Re: Softimage Hair options?
the benefit of using ICE becomes less and less if you are generating your own tech. On Fri, Feb 14, 2014 at 6:36 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: so the question is can Softimage play both host to an external engine, and also be able to interpret subsequent data rom said engine through ICE. i don't think render support would be a problem if the hair ends up being strands, it wouldn't really matter that the guides aren't render supported, we just need them for styling and maybe simulation.
Re: Softimage Hair options?
Very true, and i remarked as much earlier. but interesting things might still be possible, if ICE could add to the system instead of being the system. you might not get all the functionality, but you could get some nice effects on the hair systems this way. On 15 February 2014 03:42, Steven Caron car...@gmail.com wrote: the benefit of using ICE becomes less and less if you are generating your own tech. On Fri, Feb 14, 2014 at 6:36 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: so the question is can Softimage play both host to an external engine, and also be able to interpret subsequent data rom said engine through ICE. i don't think render support would be a problem if the hair ends up being strands, it wouldn't really matter that the guides aren't render supported, we just need them for styling and maybe simulation.
Re: Softimage Hair options?
A new hair system is kinda over due. :( On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote: Hi Tim, Thanks for the way you mentioned our projects :) . I would like to chime in and say that we, at Shed, are also looking at hair solutions actively. Our solution based on Kristinka does the job but it is very far from being an out of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after tedious testing was that any collision testing fails when your emitter is a subd mesh, independent of what you have it collide with (itself or another mesh), which kinda sucks and is the biggest problem I ran into for which I could not find a solution. Thankfully my fur was rather short and the character had a lot of secondary motion, so it looks
Re: Softimage Hair options?
https://vimeo.com/80382153 On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: A new hair system is kinda over due. :( On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote: Hi Tim, Thanks for the way you mentioned our projects :) . I would like to chime in and say that we, at Shed, are also looking at hair solutions actively. Our solution based on Kristinka does the job but it is very far from being an out of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after tedious testing was that any collision testing fails when your emitter is a subd mesh, independent of what you have it collide with (itself or another mesh), which kinda sucks and is the biggest problem I ran into for which I
Re: Softimage Hair options?
I saw that the first day it was up Eddie And as jawdroppingly cool as it is, i have a feeling we are going to need something a little heavier to go forward. On 14 February 2014 00:01, Ed Manning etmth...@gmail.com wrote: https://vimeo.com/80382153 On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: A new hair system is kinda over due. :( On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote: Hi Tim, Thanks for the way you mentioned our projects :) . I would like to chime in and say that we, at Shed, are also looking at hair solutions actively. Our solution based on Kristinka does the job but it is very far from being an out of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after
Re: Softimage Hair options?
Sticking with the idea of a complete solution within Softimage, what would your definition of heavier be? On Fri, Feb 14, 2014 at 12:23 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I saw that the first day it was up Eddie And as jawdroppingly cool as it is, i have a feeling we are going to need something a little heavier to go forward. On 14 February 2014 00:01, Ed Manning etmth...@gmail.com wrote: https://vimeo.com/80382153 On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: A new hair system is kinda over due. :( On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote: Hi Tim, Thanks for the way you mentioned our projects :) . I would like to chime in and say that we, at Shed, are also looking at hair solutions actively. Our solution based on Kristinka does the job but it is very far from being an out of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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 the source
Re: Softimage Hair options?
of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after tedious testing was that any collision testing fails when your emitter is a subd mesh, independent of what you have it collide with (itself or another mesh), which kinda sucks and is the biggest problem I ran into for which I could not find a solution. Thankfully my fur was rather short and the character had a lot of secondary motion, so it looks alife enough (besides some problems when bending arms, which are hardly noticeable in the animation in my case). From what I can tell it looks like collision is always computed against a simplified collision sphere representation of the collision object, no matter what you set for collision accuracy and shape, deforming shape, etc. It just
Re: Softimage Hair options?
spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after tedious testing was that any collision testing fails when your emitter is a subd mesh, independent of what you have it collide with (itself or another mesh), which kinda sucks and is the biggest problem I ran into for which I could not find a solution. Thankfully my fur was rather short and the character had a lot of secondary motion, so it looks alife enough (besides some problems when bending arms, which are hardly noticeable in the animation in my case). From what I can tell it looks like collision is always computed against a simplified collision sphere representation of the collision object, no matter what you set for collision accuracy and shape, deforming shape, etc. It just doesn't work, at least not for me. Sometimes, when saving and reloading a scene some hair strands (like 1 out of 1000) would suddenly stick in some random direction. I had the impression
RE: Softimage Hair options?
Hi Tim, Thanks for the way you mentioned our projects :) . I would like to chime in and say that we, at Shed, are also looking at hair solutions actively. Our solution based on Kristinka does the job but it is very far from being an out of the box solution and it requires a lot of RnD to maintain as it not supported by AD. If a problem pops up, with substeps motion blur per example, we are left to our own devices. We usually prevail but we end up spending nearly 50% of the time on technical details vs real look dev. I thought you should know :). From what I've seen around, Yeti seems to be a good contender but I've yet to do a full production setup with it. Good luck in your search ! Luc Girard // SHED VFX artist 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 8 février 2014 07:26 To: softimage@listproc.autodesk.com Subject: Re: Softimage Hair options? 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/#!topic/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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after tedious testing was that any collision testing fails when your emitter is a subd mesh, independent of what you have it collide with (itself or another mesh), which kinda sucks and is the biggest problem I ran into for which I could not find a solution. Thankfully my fur was rather short and the character had a lot of secondary motion, so it looks alife enough (besides some problems when bending arms, which are hardly noticeable in the animation in my case). From what I can tell
Re: Softimage Hair options?
Thanks Mario, you´re right, once I realized I could use masked areas and morphtargets it was a lot easier to control the hair grooming in zbrush. I haven´t managed to put together a simple sample moustache kind of file to test the import into Maya/Softimage and dynamics, yet. That´ll have to wait until at least next weekend before I can put everything together. Thanks again for pointing at ZBrush/fibermesh, I would have discarded this option to early. Cheers, tim On 09.02.2014 12:40, Mario Reitbauer wrote: You have to play around with the brushes, as soon as you are familar with what burshes you can use it's quite nice. Just to mention: groom length, move, smooth are some you definitly need (shorten and smooth them with smooth brush then move them in position with lengthen or smooth brush). 2014-02-09 11:44 GMT+01:00 Tim Leydecker bauero...@gmx.de mailto:bauero...@gmx.de: Hey Mario, how do you go about Fibremeshing, I tried it but found it difficult to get to a point that looked nice. I´ll have another look into some of the tutorials today. I guess I may have missed a part of the workflow. Regarding hair-farm, the manual states the option to export the hairdo as curves or polygonstrips or polygontubes, it seems there is less hard conversion work involved as what Lee-Perry Smith posted in his 2012ish examples. Cheers, tim On 08.02.2014 18:17, Mario Reitbauer wrote: 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 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 mailto: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
Re: Softimage Hair options?
Maya nhair has been pretty good for me especially with collisions. I usually animate in xsi and send cached animation and camera to Maya to render a hair pass. On Mon, Feb 10, 2014 at 4:25 AM, Tim Leydecker bauero...@gmx.de wrote: Thanks Mario, you´re right, once I realized I could use masked areas and morphtargets it was a lot easier to control the hair grooming in zbrush. I haven´t managed to put together a simple sample moustache kind of file to test the import into Maya/Softimage and dynamics, yet. That´ll have to wait until at least next weekend before I can put everything together. Thanks again for pointing at ZBrush/fibermesh, I would have discarded this option to early. Cheers, tim On 09.02.2014 12:40, Mario Reitbauer wrote: You have to play around with the brushes, as soon as you are familar with what burshes you can use it's quite nice. Just to mention: groom length, move, smooth are some you definitly need (shorten and smooth them with smooth brush then move them in position with lengthen or smooth brush). 2014-02-09 11:44 GMT+01:00 Tim Leydecker bauero...@gmx.de mailto: bauero...@gmx.de: Hey Mario, how do you go about Fibremeshing, I tried it but found it difficult to get to a point that looked nice. I´ll have another look into some of the tutorials today. I guess I may have missed a part of the workflow. Regarding hair-farm, the manual states the option to export the hairdo as curves or polygonstrips or polygontubes, it seems there is less hard conversion work involved as what Lee-Perry Smith posted in his 2012ish examples. Cheers, tim On 08.02.2014 18:17, Mario Reitbauer wrote: 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 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 mailto: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
Re: Softimage Hair options?
Hi John, thanks for the workflow tip. I went through the GoZ and Export Curves options of ZBrush Fibermeshes yesterday, then either exporting the GoZ (polystrips) result from Maya to Softimage (as *.obj) or assigning an exisiting nhair system to the ZBrush curves imported into Maya as *.ma. I didn´t have time to fully get to understand the nhair system, just went with Pfx strokes on curves. Set to dynamic, I managed to choke my setup with ca. 10 000 curves and 10 hair strands per curve. I would think I´ll need around 250 000 hairs rendered but might be able to optimize the amount of control curves to a more responsive amount. Maybe I just created too many dependencies from the imported curves to the hairfollicles to the pfx strokes in the hair system. The results I produced looked like crap, for a number of reasons. Not worth posting a sample, yet. What are you using inside Softimage to render the nhair? Strands? Do you go with mR or rely on a renderman/arnold renderer? VRay? I am biased towards hoping to render the (follicle) hair curves directly, as that would give identical results in both Softimage and Maya, e.g. the same curves, the same distribution and might minimize overheads. Cheers, tim On 10.02.2014 20:51, John Richard Sanchez wrote: Maya nhair has been pretty good for me especially with collisions. I usually animate in xsi and send cached animation and camera to Maya to render a hair pass. On Mon, Feb 10, 2014 at 4:25 AM, Tim Leydecker bauero...@gmx.de mailto:bauero...@gmx.de wrote: Thanks Mario, you´re right, once I realized I could use masked areas and morphtargets it was a lot easier to control the hair grooming in zbrush. I haven´t managed to put together a simple sample moustache kind of file to test the import into Maya/Softimage and dynamics, yet. That´ll have to wait until at least next weekend before I can put everything together. Thanks again for pointing at ZBrush/fibermesh, I would have discarded this option to early. Cheers, tim On 09.02.2014 12:40, Mario Reitbauer wrote: You have to play around with the brushes, as soon as you are familar with what burshes you can use it's quite nice. Just to mention: groom length, move, smooth are some you definitly need (shorten and smooth them with smooth brush then move them in position with lengthen or smooth brush). 2014-02-09 11:44 GMT+01:00 Tim Leydecker bauero...@gmx.de mailto:bauero...@gmx.de mailto:bauero...@gmx.de mailto:bauero...@gmx.de: Hey Mario, how do you go about Fibremeshing, I tried it but found it difficult to get to a point that looked nice. I´ll have another look into some of the tutorials today. I guess I may have missed a part of the workflow. Regarding hair-farm, the manual states the option to export the hairdo as curves or polygonstrips or polygontubes, it seems there is less hard conversion work involved as what Lee-Perry Smith posted in his 2012ish examples. Cheers, tim On 08.02.2014 18:17, Mario Reitbauer wrote: 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 http://florianeberle.com/__2012/02/21/fibermesh-to-__strands http://florianeberle.com/__2012/02/21/fibermesh-to-__strands 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 mailto:artur.w...@gmail.com mailto:artur.w...@gmail.com mailto: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
Re: Softimage Hair options?
Hey Mario, how do you go about Fibremeshing, I tried it but found it difficult to get to a point that looked nice. I´ll have another look into some of the tutorials today. I guess I may have missed a part of the workflow. Regarding hair-farm, the manual states the option to export the hairdo as curves or polygonstrips or polygontubes, it seems there is less hard conversion work involved as what Lee-Perry Smith posted in his 2012ish examples. Cheers, tim On 08.02.2014 18:17, Mario Reitbauer wrote: 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
Re: Softimage Hair options?
You have to play around with the brushes, as soon as you are familar with what burshes you can use it's quite nice. Just to mention: groom length, move, smooth are some you definitly need (shorten and smooth them with smooth brush then move them in position with lengthen or smooth brush). 2014-02-09 11:44 GMT+01:00 Tim Leydecker bauero...@gmx.de: Hey Mario, how do you go about Fibremeshing, I tried it but found it difficult to get to a point that looked nice. I´ll have another look into some of the tutorials today. I guess I may have missed a part of the workflow. Regarding hair-farm, the manual states the option to export the hairdo as curves or polygonstrips or polygontubes, it seems there is less hard conversion work involved as what Lee-Perry Smith posted in his 2012ish examples. Cheers, tim On 08.02.2014 18:17, Mario Reitbauer wrote: 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
Softimage Hair options?
Hi guys, what would be a convenient way to create,style and control hair in Softimage, with lengths up to 10-12 inches and ideally both a good collision model and dedicated styling tools? Which Softimage version would you suggest, e.g. 2014sp2? I´m a novice with hair and fur but would like to set up a manageable sample/test that ideally works with Arnold and Redshift. Is it possible to work generic or transfer results from, say Yeti into Softimage? Would you recommend actually leaning towards Maya for such a task, either going directly to Yeti or similar? I know those are fuzzy questions, I guess I´m actually looking for a biased answer regarding any of the various hair plugin options for any of the major three apps, e.g. max/maya/softimage. Sofar, I´ve found the following options: hairfarm, yeti, ornatrix, shavehaircut, maya hair, maya xgen hair in 2014ext and the cinema4d hair options (shadowmapped). Admittedly, that´s a lot of options and I find it difficult to bet my time-investment onto any of them since I simply know bling about pro´s or con´s. Cheers, tim
Re: Softimage Hair options?
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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after tedious testing was that any collision testing fails when your emitter is a subd mesh, independent of what you have it collide with (itself or another mesh), which kinda sucks and is the biggest problem I ran into for which I could not find a solution. Thankfully my fur was rather short and the character had a lot of secondary motion, so it looks alife enough (besides some problems when bending arms, which are hardly noticeable in the animation in my case). From what I can tell it looks like collision is always computed against a simplified collision sphere representation of the collision object, no matter what you set for collision accuracy and shape, deforming shape, etc. It just doesn't work, at least not for me. Sometimes, when saving and reloading a scene some hair strands (like 1 out of 1000) would suddenly stick in some random direction. I had the impression that it helps to always collapse the modeling stack before saving, at least it never occurred again in final stages of production when the fur description was final and not changed anymore. Next time I will surely look at Kristinka or Melena. AS for simulation...I believe there was a Strand Simulation framework with self collision introduced on softimage.tv some weeks ago that looked promising, I haven't heard of ne1 using it for hair so far, mayb someone else can comment on that? Would love to hear some ideas on this as well. Good luck, Stefan Hi guys, what would be a convenient way to create,style and control hair in Softimage, with lengths up to 10-12 inches and ideally both a good collision model and dedicated styling tools? Which Softimage version would you suggest, e.g. 2014sp2? I´m a novice with hair and fur but would like to set up a manageable sample/test that ideally works with Arnold and Redshift. Is it possible to work generic or transfer results from, say Yeti into Softimage? Would you recommend actually leaning towards Maya for such a task, either going directly to Yeti or similar? I know those are fuzzy questions, I guess I´m actually looking for a biased answer regarding any of the various hair plugin options for any of the major three apps, e.g. max/maya/softimage. Sofar, I´ve found the following options: hairfarm, yeti, ornatrix, shavehaircut, maya hair, maya xgen hair in 2014ext and the cinema4d hair options (shadowmapped). Admittedly, that´s a lot of options and I find it difficult to bet my time-investment onto any of them since I simply know bling about pro´s or con´s. Cheers, tim -- --- Stefan Kubicek --- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231 www.keyvis.at ste...@keyvis.at -- This email and its attachments are -- --confidential and for the recipient only--
Re: Softimage Hair options?
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/#!topic/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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after tedious testing was that any collision testing fails when your emitter is a subd mesh, independent of what you have it collide with (itself or another mesh), which kinda sucks and is the biggest problem I ran into for which I could not find a solution. Thankfully my fur was rather short and the character had a lot of secondary motion, so it looks alife enough (besides some problems when bending arms, which are hardly noticeable in the animation in my case). From what I can tell it looks like collision is always computed against a simplified collision sphere representation of the collision object, no matter what you set for collision accuracy and shape, deforming shape, etc. It just doesn't work, at least not for me. Sometimes, when saving and reloading a scene some hair strands (like 1 out of 1000) would suddenly stick in some random direction. I had the impression that it helps to always collapse the modeling stack before saving, at least it never occurred again in final stages of production when the fur description was final and not changed anymore. Next time I will surely look at Kristinka or Melena. AS for simulation...I believe there was a Strand Simulation framework with self collision introduced on softimage.tv some weeks ago that looked promising, I haven't heard of ne1 using it for hair so far, mayb someone else can comment on that? Would love to hear some ideas on this as well. Good luck, Stefan Hi guys, what would be a convenient way to create,style and control hair in Softimage, with lengths up to 10-12 inches and ideally both a good collision model
Re: Softimage Hair options?
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/#!topic/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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after tedious testing was that any collision testing fails when your emitter is a subd mesh, independent of what you have it collide with (itself or another mesh), which kinda sucks and is the biggest problem I ran into for which I could not find a solution. Thankfully my fur was rather short and the character had a lot of secondary motion, so it looks alife enough (besides some problems when bending arms, which are hardly noticeable in the animation in my case). From what I can tell it looks like collision is always computed against a
Re: Softimage Hair options?
I've never used Yeti but I've heard good things about it, making it the topmost solution on my list of things to check out in the future. I'd also go for that if you are familiar with Maya and don't live in the US (copy/paste from their website: Please note: Due to circumstances outside of our control, we are unable to sell Yeti to customers located in the US). But I won't start another Joe Alter bashing thread here... Especially the dynamics is where Maya seems the provide the longest list of options (nHair, Yeti,...), and that's really crucial for longer hair. Some thoughts on rendering: Most renderers handle hair quite well, unless it needs to be transparent, which it almost always needs to be (usually a gradient with increasing transparency from root to tip) to make the hair look softer. Without it it just looks really brushy and thick. Ok for short, thick hair like on a tigers nose and beard stubbles, but not the fluffy stuff on hamsters or human heads even. Making the hair very thin towards the end is an alternative, but usually requires to bump up the AA samples, with the usual render time hit that goes hand in hand with. From all renderers I tried (Arnold, Vray, 3Delight, mentalray), 3Delight was the only one that deilvered decent performance, especially in combination with motion blur, and has, imho, the single most beautiful hair shading I've seen, including handling GI very well. All others grind to a halt in such cases in comparison, with Vray being extremely slow in both rendering and export of hair strands , Arnold having the shortest TTFP (time to first pixel) with very fast export, and 3Delight being in the middle between the two in terms of export times and TTFP, but fastest in rendering overall (by leaps and bounds). It does require a bit more fiddling with lights (deep shadow maps) to get that slight translucent effect on back- and rimlights. See this thread: http://www.si-community.com/community/viewtopic.php?f=24t=1275start=20 I was longing for redshift too, but it became clear shortly before I went into the project that it would not be ready in time for hair rendering. A version supporting strands was just released yesterday, but there is no hair shader yet afaik. Good luck, and thanks for the links, some where news to me. Stefan 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/#!topic/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
Re: Softimage Hair options?
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.comwrote: 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/#!topic/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 the source mesh and subdivide it for real (that is, create more actual polygons) and use that as the collision object. That would still be acceptable, if it worked, which it does not. What I found after tedious testing was that any collision testing fails when your emitter is a subd mesh, independent of what you have it collide with (itself or another mesh), which kinda sucks and is the biggest problem I ran into for which I could not find a solution.
Re: Softimage Hair options?
this hairbusiness is a minefield. i don´t have a arnold renderman or vray license running on my machine at the moment. I actually took yeti - mR support for granted... crap In terms of creating/styling hair, the sheep example from Rune Spaans as well as the other tutorials here make hairfarm look desireable and artist friendly: www.hair-farm.com/tutorials/ Especially because of it´s volume filling option (something that was also shown in a demo of fabric engine). That seems to be something very desireable, as creating a proxy volume instead of painfully creating guide curves and brushing/clipping/forcing things around them in place gives a better feedback while designing a hairdo imo. The yeti docs for 1.3 i´ve found via google seem comprehensive and include a lot of sample files but I haven´t asked for the trialyet, trying to time my use to having at least 3-4 days toplay with it. But that´s all still theoretical in my case. The only option I´ve tried and discard is the Fibermesh approach, for me, that´s to fiddly to get used to it but maybe i just approached it without the proper mindset. Thanks again for sharing your insights! tim On 08.02.2014 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 bauero...@gmx.de mailto: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/#!topic/xsi_list/__2erKqUcghpI 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 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/ 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/ 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
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 mailto: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 mailto: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/#!topic/xsi_list/2erKqUcghpI 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
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