Sticking with the idea of a complete solution within Softimage, what would your definition of heavier be?
On Fri, Feb 14, 2014 at 12:23 AM, Sebastien Sterling < sebastien.sterl...@gmail.com> wrote: > 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 >>>> > >>>> > >>>> >>>> >>>> >>> >> >