Ufff..  Sorry to hear that.

It was looking very promising...






2014-02-14 11:01 GMT-06:00 Sebastien Sterling <[email protected]>
:

> They bricked it for the moment, according to Paul.
>
>
> On 14 February 2014 17:18, Emilio Hernandez <[email protected]> wrote:
>
>> 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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