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

Reply via email to