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 <[email protected] 
<mailto:[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]> 
<mailto:[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>
        <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]> <mailto:[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 <http://www.johnrichardsanchez.com>

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