A new hair system is kinda over due. :(

On 12 February 2014 16:54, Luc Girard <l...@shedmtl.com> wrote:

> Hi Tim,
>
> Thanks for the way you mentioned our projects :) .
>
> I would like to chime in and say that we, at Shed, are also looking at
> hair solutions actively. Our solution based on Kristinka does the job but
> it is very far from being an out of the box solution and it requires a lot
> of RnD to maintain as it not supported by AD. If a problem pops up, with
> substeps motion blur per example, we are left to our own devices. We
> usually prevail but we end up spending nearly 50% of the time on technical
> details vs real look dev.  I thought you should know :).
>
> >From what I've seen around, Yeti seems to be a good contender but I've
> yet to do a full production setup with it.
>
> Good luck in your search !
>
> Luc Girard // SHED
> VFX artist
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM
>
>
> -----Original Message-----
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
> Sent: 8 février 2014 07:26
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage Hair options?
>
> 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
>
> (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 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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