Skin shading questions
Hey folks I've just dwelled a bit deeper into skin shading again, and I met the new MILA shaders from mental images. Awesome...simple to use, gives really good results. The key benefit of this shader system is that the scattering need no additional texture for epidermal and subdermal, because the scattering is treated per color channel (RGB). Even better than the SSS2 I met recently. My problem is, that hair rendering is hell slow...Any idea guys if there is similar skin shader in VRay, 3Delight or Arnold that need no additional texture besides a diffuse? ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
Re: Skin shading questions
For Arnold answers, have a look at the docs on the SolidAngle website I guess.. ;-) Rob \/-\/\/ On 10-2-2014 9:48, Szabolcs Matefy wrote: Hey folks I've just dwelled a bit deeper into skin shading again, and I met the new MILA shaders from mental images. Awesome...simple to use, gives really good results. The key benefit of this shader system is that the scattering need no additional texture for epidermal and subdermal, because the scattering is treated per color channel (RGB). Even better than the SSS2 I met recently. My problem is, that hair rendering is hell slow...Any idea guys if there is similar skin shader in VRay, 3Delight or Arnold that need no additional texture besides a diffuse? ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2014.0.4259 / Virus Database: 3697/7079 - Release Date: 02/09/14
RE: Skin shading questions
Yep, but what I need is experience with both shaders :), and Arnold forum seems to biased to..Arnold :D Cheers Szabolcs From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster Sent: Monday, February 10, 2014 9:58 AM To: softimage@listproc.autodesk.com Subject: Re: Skin shading questions For Arnold answers, have a look at the docs on the SolidAngle website I guess.. ;-) Rob \/-\/\/ On 10-2-2014 9:48, Szabolcs Matefy wrote: Hey folks I've just dwelled a bit deeper into skin shading again, and I met the new MILA shaders from mental images. Awesome...simple to use, gives really good results. The key benefit of this shader system is that the scattering need no additional texture for epidermal and subdermal, because the scattering is treated per color channel (RGB). Even better than the SSS2 I met recently. My problem is, that hair rendering is hell slow...Any idea guys if there is similar skin shader in VRay, 3Delight or Arnold that need no additional texture besides a diffuse? ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2014.0.4259 / Virus Database: 3697/7079 - Release Date: 02/09/14
Re: Softimage Hair options?
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 bauero...@gmx.de mailto:bauero...@gmx.de: 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) 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 +, Artur Woźniak artur.w...@gmail.com mailto:artur.w...@gmail.com 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
AnimSchool Picker for Softimage
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Re: Softimage Hair options?
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 bauero...@gmx.de 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 bauero...@gmx.de mailto: bauero...@gmx.de: 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) 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 +, Artur Woźniak artur.w...@gmail.com mailto:artur.w...@gmail.com 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
point clouds from soft to Max?
I'm sure this has been covered a dozen timesI'll have to go dig through the google groups. Thought I'd ask though. I have a point cloud/particle system I'm liking in Softimage and now want to bring it too max and apply Geo instances to the point cloud in Max. I can get Alembic over fine but can't access it in p-flow. Importing an nCache doesn't look right...points are not doing the same thing they were in Softimage? Is there a set in stone work flow out there for this?
RE: point clouds from soft to Max?
Did you use Send to 3ds Max, or export to nCache manually? Send To seems to work fine. If you export nCache manually, then remember that Max is Z-up. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Johnson Sent: Monday, February 10, 2014 5:10 PM To: softimage@listproc.autodesk.com Subject: point clouds from soft to Max? I'm sure this has been covered a dozen timesI'll have to go dig through the google groups. Thought I'd ask though. I have a point cloud/particle system I'm liking in Softimage and now want to bring it too max and apply Geo instances to the point cloud in Max. I can get Alembic over fine but can't access it in p-flow. Importing an nCache doesn't look right...points are not doing the same thing they were in Softimage? Is there a set in stone work flow out there for this? attachment: winmail.dat
Re: point clouds from soft to Max?
I had this problem three months ago and I used the realflow plugins in order to get my point from xsi to Max. You can export (cache) your point cloud in bin format and import it back in max using the plugin that's available in pflow. Remember to set the padding correctly when reading in Max though otherwise particles won't show up. You can download them for free on the nextlimit website. Hope this helps -- Bruno-Pierre Jobin On Feb 10, 2014, at 5:09 PM, Chris Johnson chr...@topixfx.com wrote: I'm sure this has been covered a dozen timesI'll have to go dig through the google groups. Thought I'd ask though. I have a point cloud/particle system I'm liking in Softimage and now want to bring it too max and apply Geo instances to the point cloud in Max. I can get Alembic over fine but can't access it in p-flow. Importing an nCache doesn't look right...points are not doing the same thing they were in Softimage? Is there a set in stone work flow out there for this?
Re: point clouds from soft to Max?
Thanks guystried the send too max but it didn't work...kept getting an error. I'll simplify the scene and try again. Real flow is an option as I have a license...I'll give that a try too. Cheers. On Feb 10, 2014 6:06 PM, Bruno-Pierre Jobin bpjo...@gmail.com wrote: I had this problem three months ago and I used the realflow plugins in order to get my point from xsi to Max. You can export (cache) your point cloud in bin format and import it back in max using the plugin that's available in pflow. Remember to set the padding correctly when reading in Max though otherwise particles won't show up. You can download them for free on the nextlimit website. Hope this helps -- Bruno-Pierre Jobin On Feb 10, 2014, at 5:09 PM, Chris Johnson chr...@topixfx.com wrote: I'm sure this has been covered a dozen timesI'll have to go dig through the google groups. Thought I'd ask though. I have a point cloud/particle system I'm liking in Softimage and now want to bring it too max and apply Geo instances to the point cloud in Max. I can get Alembic over fine but can't access it in p-flow. Importing an nCache doesn't look right...points are not doing the same thing they were in Softimage? Is there a set in stone work flow out there for this?
Re: Softimage Hair options?
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 bauero...@gmx.de mailto:bauero...@gmx.de 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 bauero...@gmx.de mailto:bauero...@gmx.de mailto:bauero...@gmx.de mailto:bauero...@gmx.de: 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 +, Artur Woźniak artur.w...@gmail.com mailto:artur.w...@gmail.com mailto:artur.w...@gmail.com mailto:artur.w...@gmail.com 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