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 <sebastien.sterl...@gmail.com <mailto:sebastien.sterl...@gmail.com>> 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 <bauero...@gmx.de
    <mailto:bauero...@gmx.de>> 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)
        https://groups.google.com/forum/#!topic/xsi_list/2erKqUcghpI
        <https://groups.google.com/forum/#%21topic/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
            <http://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






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