https://vimeo.com/80382153


On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> 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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