Skin shading questions

2014-02-10 Thread Szabolcs Matefy

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?


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Re: Skin shading questions

2014-02-10 Thread Rob Wuijster
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?


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for the individual named. If you are not the named addressee you 
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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 
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RE: Skin shading questions

2014-02-10 Thread Szabolcs Matefy
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?


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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.
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Re: Softimage Hair options?

2014-02-10 Thread Tim Leydecker

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

2014-02-10 Thread David Gallagher

Hey all!

We are soon releasing our AnimSchool Picker plugin for Softimage. We 
offer this free to the public.

http://www.animschool.com/pickerInfo.aspx

If anyone would like to test it, please email me:
da...@animschool.com

Thanks!
Dave G


Re: Softimage Hair options?

2014-02-10 Thread John Richard Sanchez
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?

2014-02-10 Thread Chris Johnson
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?

2014-02-10 Thread Grahame Fuller
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?

2014-02-10 Thread Bruno-Pierre Jobin
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?

2014-02-10 Thread Chris Johnson
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?

2014-02-10 Thread Tim Leydecker

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