I saw that the first day it was up Eddie And as jawdroppingly cool as it is, i have a feeling we are going to need something a little heavier to go forward.
On 14 February 2014 00:01, Ed Manning <etmth...@gmail.com> wrote: > 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 >>> > >>> > >>> >>> >>> >> >