What happened with the hair from Fabric Engine?  I think I saw a video with
its implementation in Softimage.






2014-02-14 8:46 GMT-06:00 Matt Morris <[email protected]>:

> Kristinka and Melena both have guides / filler compounds and allows a
> guide caching workflow, while filler compounds would be re-applied after
> the sim. Procedurals would be lovely though. I'm looking at this right now,
> would be great to hear some more opinions on which system would be better
> if simulation has to be a regular part of the workflow.
>
> I'd love to see the best of both in a built in system, adapting the hair
> sculpting tools to strands, with occlusion and mirroring added to the
> painting tools, and sculpting using polygon shapes.
>
>
>
>
> On 14 February 2014 10:16, Felix Geremus <[email protected]>wrote:
>
>> My problem with ICE based solutions is more on the caching & rendering
>> side. You have to cache each and every strandpoint. With a million hairs
>> and a few substeps for motionblur, cache files are gigantic. A good hair
>> system should cache only cache the guides, the actual hair (and maybe even
>> styles like small frizz etc) should be generated at rendertime with a
>> procedural. As far as I know this is how Yeti and even Shave&Haircut in
>> Maya works.
>>
>>
>> 2014-02-14 6:52 GMT+01:00 Mathias N <[email protected]>:
>>
>> *) First off, it should be able to stand on it's own without ICE.
>>> *) It should be ICE compliant
>>> *)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 personally don't see much of a problem with integrating the system
>>> with ICE, and with regards to simulation it would be very difficult to
>>> separate while maintaining the same level of adaptability that ICE
>>> provides. The Strand Dynamics Framework that ships with ICE is slow by
>>> design, its limiting factor being the setup rather than ICE itself. A
>>> proper simulation system within ICE would likely have to consist of a
>>> single closed node that would not allow any customization beyond its
>>> inputs, but it would still be favorable to trying to completely separate it.
>>>
>>> Take the Strand Collision Framework mentioned at the beginning of this
>>> thread for instance. It was built on-top of the stock strand dynamics
>>> framework, and separates the various phases of simulation into actual nodes
>>> in ICE. It's decent, but attempting to keep everything separated and open
>>> to modification proved to be a major flaw preventing it from ever really
>>> working properly.
>>>
>>> *) It Should have its own unit, like a strand, guide or null, that
>>> exists for this purpose.
>>>
>>> A given.
>>>
>>> *) UI integration. where would it live ? i'd love to see the sparsely
>>> inhabited paint tools panel, be sectioned into 3 tabs, similar to the right
>>> side, MCP/KP-L/PPG.
>>> Tab 1: the original xsi paint tools, weight painting etc...
>>> Tab 2:... maybe some sculpting tool implementations :P ? (for another
>>> time !).
>>> Tab 3: The new hair system panel, including as preliminary features:
>>>
>>> Being able to groom hair without being limited by mesh resolution is
>>> pretty much a must. Weight maps are nice for animated effects, but their
>>> reliance on mesh resolution is a pain. I see them as only remaining for
>>> painting attributes that need to be animated.
>>>
>>> Also, sculpting tools? for hair?
>>>
>>> 2) A layer system like the "scene" one in the KP/L so you can have
>>> separate hair systems on different hide-able reference-able layers, with
>>> the addition of a slider enabling you to increase or decrees the number of
>>> hairs shown in the viewport 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 ).
>>>
>>> So multiple layers of hair in the same point cloud? That's an
>>> interesting thought, and certainly doable.
>>>
>>> 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.
>>>
>>> As I am still looking at ICE integration as the holy grail here, meaning
>>> strand guides and various attributes would be generated by the plugin and
>>> output to ICE, where they could be utilized by any number of nodes. I
>>> suppose the only solution that would satisfy this requirement is to build
>>> another interface that ... interfaces with an ICE tree to make the
>>> necessary connections. This would allow for an "artist friendly" solution
>>> while maintaining the adaptability of ICE.
>>>
>>> 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...
>>>
>>> The idea of a hairMesh is a popular one, and relatively simple by
>>> design. Integrating it with a complete hair solution is slight more tricky.
>>> I suppose standard guide generation on the whole mesh followed by selecting
>>> a face to serve as the base layer for a hair mesh to be extruded outwards,
>>> with the guides within that face being replaced by guides generated by the
>>> mesh.
>>>
>>> Simulation of a hairMesh would also be tricky business, but combining an
>>> off-the-shelf solution (say, syflex) with per-strand simulation might make
>>> for some interesting results.
>>>
>>>
>>> *takes notes*
>>>
>>>
>>> On Fri, Feb 14, 2014 at 3:48 AM, Sebastien Sterling <
>>> [email protected]> wrote:
>>>
>>>> I don't feel qualified to dictate the software needs of everything and
>>>> everyone in the industry, i might expand a bit on what i'd like to see from
>>>> such a system.
>>>>
>>>> For a hair system ?
>>>>
>>>> *) First off, it should be able to stand on it's own without ICE.
>>>>
>>>> *) it should probably work on its own engine (like yeti, i assume).
>>>>
>>>> *) If it has its own engine, it should be open so as to offer TD's and
>>>> Dev's the freedom and space they need to solve problems and expand tools or
>>>> implement new tools. (this point is more a given, TD's and Dev's should
>>>> always be facilitated in this regard).
>>>>
>>>> *) It Should have its own unit, like a strand, guide or null, that
>>>> exists for this purpose.
>>>>
>>>> *)It should be tablet compatible, as in stylus, pen pressure, all that
>>>> jazz.
>>>>
>>>> *) It should be ICE compliant ; stand on it's own yes, but that should
>>>> not subject isolated from ICE, it's too good a tool to be ignored. Ideally,
>>>> a relationship where ICE is less of a crutch and more of a third arm. e.g
>>>> The proprietary Guides/strands/units can be brought into ICE as data, so if
>>>> you where making a wood nymph, and you wanted to make flowers bloom from
>>>> the tips of her hair: all this managed through ICE. Listening to Paul
>>>> Smith, in his demo of FUZZ, he says that strand collisions are very slow.
>>>> So regarding hair, ICE would be more an aesthetics effects base tool then a
>>>> physics engine, the actual simulation being taken care of by the hair
>>>> systems dedicated engine. so yes as much compliance between the two systems
>>>> as possible.
>>>>
>>>> *) UI integration. where would it live ? i'd love to see the sparsely
>>>> inhabited paint tools panel, be sectioned into 3 tabs, similar to the right
>>>> side, MCP/KP-L/PPG.
>>>>
>>>> Tab 1: the original xsi paint tools, weight painting etc...
>>>>
>>>> Tab 2:... maybe some sculpting tool implementations :P ? (for another
>>>> time !).
>>>>
>>>> Tab 3: The new hair system panel, including as preliminary features:
>>>>
>>>>
>>>> 1) A stylus pressure segment with curve profile.
>>>>
>>>> 2) A layer system like the "scene" one in the KP/L so you can have
>>>> separate hair systems on different hide-able reference-able layers, with
>>>> the addition of a slider enabling you to increase or decrees the number of
>>>> hairs shown in the viewport 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 <[email protected]> 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 <
>>>>> [email protected]> 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 <[email protected]> wrote:
>>>>>>
>>>>>>> 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
>>>>>>>>> >
>>>>>>>>> >
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>
>
> --
> www.matinai.com
>

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