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) 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 +0000, "Artur Woźniak" <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 renderings look incredibly awesome.

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

--

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  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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