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 <[email protected]> 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 <[email protected] <mailto:
>> [email protected]>>:
>>
>>
>>     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 +0000, "Artur Woźniak" <
>> [email protected] <mailto:[email protected]>> 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
>>             hair&fur 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  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, shave&haircut, 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
>>
>>
>>
>>
>>


-- 
www.johnrichardsanchez.com

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