My problem with ICE based solutions is more on the caching & rendering
side. You have to cache each and every strandpoint. With a million hairs
and a few substeps for motionblur, cache files are gigantic. A good hair
system should cache only cache the guides, the actual hair (and maybe even
styles like small frizz etc) should be generated at rendertime with a
procedural. As far as I know this is how Yeti and even Shave&Haircut in
Maya works.


2014-02-14 6:52 GMT+01:00 Mathias N <mdawn...@gmail.com>:

> *) First off, it should be able to stand on it's own without ICE.
> *) It should be ICE compliant
> *)I toyed with the notion of a node graph like yeti's but from what i
> could see of it so far, it is very linear, nowhere near as fun as ICE, so a
> cool idea, for visualisation but i'd have to see a little more matured
> version to be sold.
>
> I personally don't see much of a problem with integrating the system with
> ICE, and with regards to simulation it would be very difficult to separate
> while maintaining the same level of adaptability that ICE provides. The
> Strand Dynamics Framework that ships with ICE is slow by design, its
> limiting factor being the setup rather than ICE itself. A proper simulation
> system within ICE would likely have to consist of a single closed node that
> would not allow any customization beyond its inputs, but it would still be
> favorable to trying to completely separate it.
>
> Take the Strand Collision Framework mentioned at the beginning of this
> thread for instance. It was built on-top of the stock strand dynamics
> framework, and separates the various phases of simulation into actual nodes
> in ICE. It's decent, but attempting to keep everything separated and open
> to modification proved to be a major flaw preventing it from ever really
> working properly.
>
> *) It Should have its own unit, like a strand, guide or null, that exists
> for this purpose.
>
> A given.
>
> *) UI integration. where would it live ? i'd love to see the sparsely
> inhabited paint tools panel, be sectioned into 3 tabs, similar to the right
> side, MCP/KP-L/PPG.
> Tab 1: the original xsi paint tools, weight painting etc...
> Tab 2:... maybe some sculpting tool implementations :P ? (for another time
> !).
> Tab 3: The new hair system panel, including as preliminary features:
>
> Being able to groom hair without being limited by mesh resolution is
> pretty much a must. Weight maps are nice for animated effects, but their
> reliance on mesh resolution is a pain. I see them as only remaining for
> painting attributes that need to be animated.
>
> Also, sculpting tools? for hair?
>
> 2) A layer system like the "scene" one in the KP/L so you can have
> separate hair systems on different hide-able reference-able layers, with
> the addition of a slider enabling you to increase or decrees the number of
> hairs shown in the viewport per layer. (this would allow you to rapidly
> test incremental density simulations, on the fly without having to dive
> into an ice tree or bring up a ppg ).
>
> So multiple layers of hair in the same point cloud? That's an interesting
> thought, and certainly doable.
>
> 3) I'm a big fan of the M tool in SI, i love the 3 small grey icons that
> appear at the bottom of the view port, (manipulate, magnet and weld) i just
> wish it was customisable with even more tools !
> In this spirit i would like to have a small library of icons on the hair
> system panel, icons for guide painting, and manipulation: paint/erase
> grow/cut, brush/frizz,orient ...etc. i would like it to be possible to
> click and drag these icons into a small tray on the viewport like the M
> tool small grey icons. so you can have your own customizable loadout.
>
> As I am still looking at ICE integration as the holy grail here, meaning
> strand guides and various attributes would be generated by the plugin and
> output to ICE, where they could be utilized by any number of nodes. I
> suppose the only solution that would satisfy this requirement is to build
> another interface that ... interfaces with an ICE tree to make the
> necessary connections. This would allow for an "artist friendly" solution
> while maintaining the adaptability of ICE.
>
> 4) Convert To: a series of utilities that allow you to convert elements,
> primitives or meshes, into hair guides; so you can choose to draw a curve
> and then click "convert to"  guides or strands, upon which you get prompted
> to choose an existing layer to add to, or to create a layer for this new
> hair element. if you choose a mesh like a rectangle, it would give you the
> options on how you would like the hairs to populate the inside of the mesh,
> by length? what density? etc...
>
> The idea of a hairMesh is a popular one, and relatively simple by design.
> Integrating it with a complete hair solution is slight more tricky. I
> suppose standard guide generation on the whole mesh followed by selecting a
> face to serve as the base layer for a hair mesh to be extruded outwards,
> with the guides within that face being replaced by guides generated by the
> mesh.
>
> Simulation of a hairMesh would also be tricky business, but combining an
> off-the-shelf solution (say, syflex) with per-strand simulation might make
> for some interesting results.
>
>
> *takes notes*
>
>
> On Fri, Feb 14, 2014 at 3:48 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> I don't feel qualified to dictate the software needs of everything and
>> everyone in the industry, i might expand a bit on what i'd like to see from
>> such a system.
>>
>> For a hair system ?
>>
>> *) First off, it should be able to stand on it's own without ICE.
>>
>> *) it should probably work on its own engine (like yeti, i assume).
>>
>> *) If it has its own engine, it should be open so as to offer TD's and
>> Dev's the freedom and space they need to solve problems and expand tools or
>> implement new tools. (this point is more a given, TD's and Dev's should
>> always be facilitated in this regard).
>>
>> *) It Should have its own unit, like a strand, guide or null, that exists
>> for this purpose.
>>
>> *)It should be tablet compatible, as in stylus, pen pressure, all that
>> jazz.
>>
>> *) It should be ICE compliant ; stand on it's own yes, but that should
>> not subject isolated from ICE, it's too good a tool to be ignored. Ideally,
>> a relationship where ICE is less of a crutch and more of a third arm. e.g
>> The proprietary Guides/strands/units can be brought into ICE as data, so if
>> you where making a wood nymph, and you wanted to make flowers bloom from
>> the tips of her hair: all this managed through ICE. Listening to Paul
>> Smith, in his demo of FUZZ, he says that strand collisions are very slow.
>> So regarding hair, ICE would be more an aesthetics effects base tool then a
>> physics engine, the actual simulation being taken care of by the hair
>> systems dedicated engine. so yes as much compliance between the two systems
>> as possible.
>>
>> *) UI integration. where would it live ? i'd love to see the sparsely
>> inhabited paint tools panel, be sectioned into 3 tabs, similar to the right
>> side, MCP/KP-L/PPG.
>>
>> Tab 1: the original xsi paint tools, weight painting etc...
>>
>> Tab 2:... maybe some sculpting tool implementations :P ? (for another
>> time !).
>>
>> Tab 3: The new hair system panel, including as preliminary features:
>>
>>
>> 1) A stylus pressure segment with curve profile.
>>
>> 2) A layer system like the "scene" one in the KP/L so you can have
>> separate hair systems on different hide-able reference-able layers, with
>> the addition of a slider enabling you to increase or decrees the number of
>> hairs shown in the viewport per layer. (this would allow you to rapidly
>> test incremental density simulations, on the fly without having to dive
>> into an ice tree or bring up a ppg ).
>>
>> 3) I'm a big fan of the M tool in SI, i love the 3 small grey icons that
>> appear at the bottom of the view port, (manipulate, magnet and weld) i just
>> wish it was customisable with even more tools !
>>
>> In this spirit i would like to have a small library of icons on the hair
>> system panel, icons for guide painting, and manipulation: paint/erase
>> grow/cut, brush/frizz,orient ...etc. i would like it to be possible to
>> click and drag these icons into a small tray on the viewport like the M
>> tool small grey icons. so you can have your own customizable loadout.
>>
>> 4) Convert To: a series of utilities that allow you to convert elements,
>> primitives or meshes, into hair guides; so you can choose to draw a curve
>> and then click "convert to"  guides or strands, upon which you get prompted
>> to choose an existing layer to add to, or to create a layer for this new
>> hair element. if you choose a mesh like a rectangle, it would give you the
>> options on how you would like the hairs to populate the inside of the mesh,
>> by length? what density? etc...
>>
>> note: if you convert to a guide, them the elements will become guides, if
>> you choose convert to strand then the elements will become hair in witch
>> ever layer you put them, influenced by the closest guide on that layer.
>>
>>
>> And that's it, these are some of the things i would like to see in a
>> "heavier" hair system.
>>
>>
>> I toyed with the notion of a node graph like yeti's but from what i could
>> see of it so far, it is very linear, nowhere near as fun as ICE, so a cool
>> idea, for visualisation but i'd have to see a little more matured version
>> to be sold.
>>
>> i doubt anyone will ever implement any of this, this is just a lot of
>> pipe dreaming, but that is my answer.
>>
>>
>>
>>
>>
>>
>> On 14 February 2014 00:51, Mathias N <mdawn...@gmail.com> wrote:
>>
>>> 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
>>>>>>> >
>>>>>>> >
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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