https://vimeo.com/80382153
On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling < [email protected]> wrote: > A new hair system is kinda over due. :( > > > On 12 February 2014 16:54, Luc Girard <[email protected]> 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: [email protected] [mailto: >> [email protected]] On Behalf Of Tim Leydecker >> Sent: 8 février 2014 07:26 >> To: [email protected] >> 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=4&view=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 >> 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 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, 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 >> > >> > >> >> >> >

