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 >>> >> >> >>