hey Mario, how do you solve the problem of creating hair on displaced
geometry ? I'm currently using Melana and Kristinka strands in
combination with SI hair, and it's really a hassle sticking the hair to
the displaced geometry.
btw, reducing the particle display percentage of the pointcloud speeds
up the display speed when using a lot of strands. But you prolly already
knew this ;-)
- Ronald
On 2/16/2014 13:37, Mario Reitbauer wrote:
I'm doing a hair job right now with zbrush + softimage ice (melena).
I will post the result as soon as we are finished and recap my
experience using ice.
What many people were allready mentioning is the lack of styling tools
for curves/strands. So you are limited to what you get out of Zbrush.
The next limitation in Softimage is that you can't rly create enough
strands, it's just getting too slow as soon as you add filler to your
styling so I thought (cause I render with arnold) we gonna try to
write a procedural for this to add filler hair at render time.
Other then this the Melena nodes and compounds are quite amazing but
need some time to set your styling up as you want it.
You definitly need to dig into it and use it several times to find out
your best workflow and how and when you connect which compounds to get
to a decent result.
So lets see were I end up. In the end it might be best to use Houdini
together with zbrush or like mentioned Yeti.
2014-02-16 12:04 GMT+01:00 Tim Leydecker <[email protected]
<mailto:[email protected]>>:
Hi guys,
my emaildatabase got fragmented between seperating machines,
please allow for
delayed responses.
Thanks for the many ideas and insights shed on Melena and
Kristinka as well as the
thoughts and opinions on how to potentially best implement a
system in Softimage.
Personally, I identify at least two groups of users, the first one
capable of going
in and actively developing a working system, the second group
benefiting from such
developments rippling into either a (commercial) plug-in or even
functionality that
makes it into a vanilla installation. Often with some delay and a
limited feature set
but out-of-the-box functions none the less. Sort of the 2nd wave
on the beach.
As much as I´d like to perceive myself differently, I must say I
am part of group two.
I may be able to find good workflows and good combinations of
tools but there´s
limitations in how far I will be able to push beyond already
existing tools.
As such, for now, I am looking forward to giving yeti a run for
it´s money and
going for Maya as a common factor in bringing things together.
This may be disapointing when seen from a Softimage fan boy
perspective but I think
it is obvious that being in wave two, I can not afford to limit
myself in the choices
between existing tools, as I already limited myself to those
existing tools.
Still, for Softimage, I would like to see a fully working system
at some point.
But that would include styling, dynamics, interactions, animation
and transfer as well
as actually beautifully endering using an elaborate shading and
rendering model.
That´s a lot asked for in an upgrade and I doubt this can get
enough momentum due
to it´s speciality, there´s other areas that might soak up all
those ressources,
like first of all revisiting the rendering situation across the
whole programm,
including creating, handling and rendering volumetrics.
Or not to forget, the amount of effort it certainly takes to make
"Send to" work flawlessly.
"Send to" is a very good example of supporting wave two, even if
it feels like it didn´t
bring anything new, it actually creaked open some of the doors in
the way.
Caching is another thing that has brought a lot of benefits.
Cheers,
tim
--
Ronald van Vemden
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