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

