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
>>> >
>>> >
>>>
>>>
>>>
>>
>

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