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>:

> 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) 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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