Garibaldi Express: Hair and Fur Plugin Beta [Commercial]

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Comments

  • futurebiscuitfuturebiscuit Posts: 0
    edited December 1969

    I took an hour out to play with the beta...

    Looks good. What sort of lighting/shadowing setup are you using?

  • Male-M3diaMale-M3dia Posts: 2,013
    edited December 1969

    I took an hour out to play with the beta...

    Looks good. What sort of lighting/shadowing setup are you using?

    I'm using a preset from Lantios Portrait lights, which uses uberlighting rather than the default ds lights.

  • mjc1016mjc1016 Posts: 7,810
    edited December 1969

    It's strange that I get the impression that there not much appreciation for 3Delight around here. I'm still amazed it's licensed to be included in a free product.
    I guess it can be a steep learning curve to get any decent results, the lighting and rendering tools in Daz are not really fully exploiting it either.

    It's older cousin Pixar's PRMan has be the foundation of basically all rendering in hollywood vfx, well since the beginning.

    A example of a film using 3Delight for rendering is District 9, I felt that the aliens in that were near seamless. Them and most of all the other vfx were rendered in 3Delight.

    http://film.image-engine.com/index.php?option=com_content&view=article&id=79&Itemid=86

    PRman and 3Delight are basically the 'standards'...I just don't get it, either.

    I noticed that about DS, too...and it's shader building capabilities were very limited before...they've improved some with recent versions and it's getting easier to implement standard rsl shaders, but there are still a number of things that have no easy way of getting ui access to without going the plugin route.

  • MEC4DMEC4D Posts: 2,721
    edited December 1969

    For hair like that you need to use deep map shadow, it will give it best result and as I said before a lot of practice paying attention for the hair line, it would be good if you use 2 nodes with correct density as the hair are always in lower density on the hairline and much finer

    I took an hour out to play with the beta and although i had some issues with painting the hair on the back and undoing selections, it wasn't too bad playing with just moving the hair around. There may need to be more options with shaders though; Combing the rendering of hair with HSS settings of my character didn't come out to well. And i played with the frizziness and got some stray hairs. Haven't had a chance to put in the beta email, but i'll try to get that in the morning... but it looks promising. I'll probably have to take some more time to make sure I was doing everything correctly.

  • Male-M3diaMale-M3dia Posts: 2,013
    edited December 1969

    Mec4D said:

    For hair like that you need to use deep map shadow, it will give it best result and as I said before a lot of practice paying attention for the hair line, it would be good if you use 2 nodes with correct density as the hair are always in lower density on the hairline and much finer

    I think you missed the part I said about having issues undoing selections and painting areas. ;) So after i played with it I just selected light and let it render before I went back to what I was doing.

    Anyway, speaking of areas, would it be possible to have symmetrical painting of the head to speed selection of where the hair would be placed?

  • MEC4DMEC4D Posts: 2,721
    edited December 1969

    It was not a comments on your work it was a tip ;)
    symmetrical painting would be good to start with , is there possibility to use density map? that would speed everything..


    Mec4D said:

    For hair like that you need to use deep map shadow, it will give it best result and as I said before a lot of practice paying attention for the hair line, it would be good if you use 2 nodes with correct density as the hair are always in lower density on the hairline and much finer

    I think you missed the part I said about having issues undoing selections and painting areas. ;) So after i played with it I just selected light and let it render before I went back to what I was doing.

    Anyway, speaking of areas, would it be possible to have symmetrical painting of the head to speed selection of where the hair would be placed?

  • edited December 1969

    Ok - just did a quick test of the hair system on items. Here is a 30 second try to add fur around the base of some chainmail gloves.

    I've only played with this system a little so far - and I really like it. Too bad I guess it won't work with Reality (that's more of a question than a definitive statement)....

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  • MEC4DMEC4D Posts: 2,721
    edited December 1969

    that is a nice idea to test out Mark , I like the mixed color of the hair

  • edited December 1969

    Mec4D said:
    that is a nice idea to test out Mark , I like the mixed color of the hair

    Hi Cath - Thanks - the system itself does all of the hard coloring work. In my limited (very limited) tests so far, it has been very easy to use. I have to send some feedback (I'm having trouble with trying to make changes) - but so far, I'm thrilled.

    Ive been using this on my laptop - so hopefully once I get back from my current trip later this week, I can try it out on my main system.

  • mjc1016mjc1016 Posts: 7,810
    edited December 1969

    I've only played with this system a little so far - and I really like it. Too bad I guess it won't work with Reality (that's more of a question than a definitive statement)....

    It won't...because it doesn't make any 'geometry'. Luxrender needs a mesh (geometry) to work.

  • futurebiscuitfuturebiscuit Posts: 0
    edited October 2012

    Version 1 of Garibaldi Express is all about getting the core platform to create most hair and fur styles.
    More specialist features will come in future versions.

    Beta 3 is on track for release this week (fixing most outstanding bugs). Then the following beta version will dual platform.

    Post edited by futurebiscuit on
  • futurebiscuitfuturebiscuit Posts: 0
    edited December 1969

    mjc1016 said:
    It won't...because it doesn't make any 'geometry'. Luxrender needs a mesh (geometry) to work.

    I had a quick look into luxrender didn't realise it was based on the old "Physically Based Rendering: From Theory to Implementation" book's renderer.
    Anyway for version 1 of garibaldi, exporting to external formats or renderers will not be supported, the primary goal was to make sure it functioned well with Daz Studio's internal renderer.

  • mjc1016mjc1016 Posts: 7,810
    edited December 1969

    mjc1016 said:
    It won't...because it doesn't make any 'geometry'. Luxrender needs a mesh (geometry) to work.

    I had a quick look into luxrender didn't realise it was based on the old "Physically Based Rendering: From Theory to Implementation" book's renderer.
    Anyway for version 1 of garibaldi, exporting to external formats or renderers will not be supported, the primary goal was to make sure it functioned well with Daz Studio's internal renderer.

    I assume exporting a RIB to run on the stand alone 3Delight would be supported...

  • Cybersox13Cybersox13 Posts: 3,121
    edited December 1969

    Won't be much use to our studio until there's a PC version, but this looks very promising

  • FirstBastionFirstBastion Posts: 2,408
    edited December 1969

    Looking forward to testing out the WIN beta when available. As long as it works in DS all is good.

  • SimonWMSimonWM Posts: 678
    edited December 1969

    Looking forward to testing the Windows version. Do you plan to add animation capabilities to the hair plugin ie dynamic hair?

  • MEC4DMEC4D Posts: 2,721
    edited December 1969

    Folks need to learn first how to use the plugin and how to create the hair to look decent before thinking about exporting to anything else
    I am for the future add ons as well but for now that would be great to get well working DS version that use internal renderer as that is what is missing on this moment in DS, personally I don't care about anything else as I have Zbrush for use with external renderers, most of my commercial clients request DS's working hair where they can animate or pose the characters for own projects , and Luxrender, Octane or Poser are another chapter that have nothing to do with this release at this moment as that will only slow down everything and personally I don't want to wait another 6 months , so awaiting the DS PC beta build at this moment


    Anyway for version 1 of garibaldi, exporting to external formats or renderers will not be supported, the primary goal was to make sure it functioned well with Daz Studio's internal renderer.

  • Zev0Zev0 Posts: 3,638
    edited December 1969

    I wonder how these hair systems will impact the hair market. I'm sure their are a few vendors that specialize in hair who are kinda at panic stations.

  • MEC4DMEC4D Posts: 2,721
    edited December 1969

    you should ask them lol hehe
    but I would not worry , the same question was when Zbrush show up with the fiber .. seems like not much impact on the market at all
    you still have to make the hair style as it does not make for you by standard and that is not so simple 5 sec work if you go for the best realistic look but well possible . Creative people will save a lot of money for sure

    Zev0 said:
    I wonder how these hair systems will impact the hair market. I'm sure their are a few vendors that specialize in hair who are kinda at panic stations.

  • Cybersox13Cybersox13 Posts: 3,121
    edited December 1969

    Zev0 said:
    I wonder how these hair systems will impact the hair market. I'm sure their are a few vendors that specialize in hair who are kinda at panic stations.

    For a large percentage of the average hobbyists, I would imagine pre-made hair props are still going to be preferable... as long as the price is within reason. After all, the existence of the hair room in poser certainly hasn't hurt the hair market to date, has it?

  • edited December 1969

    Still playing around a bit with Beta 2. I'm traveling - so haven't had a chance to use it on my main machine - but on my laptop, I did a quick render and added some Garibaldi Hair to the Genesis character.

    So far the Mac version has been very easy to use. The interface seems simple to learn - but extremely flexible.

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  • futurebiscuitfuturebiscuit Posts: 0
    edited December 1969

    SimonWM said:
    Looking forward to testing the Windows version. Do you plan to add animation capabilities to the hair plugin ie dynamic hair?

    Real hair dynamics are outside the scope of version 1. For animation garibaldi express will automatically follow the surface of the attatched parent geometry, the output will be flicker free from frame to frame.
    Hair dynamics are tricky to do well in a flexible way, it's a sizable project on it's own.

  • futurebiscuitfuturebiscuit Posts: 0
    edited December 1969

    Zev0 said:
    I wonder how these hair systems will impact the hair market. I'm sure their are a few vendors that specialize in hair who are kinda at panic stations.

    I would hope that seen as a opportunity for content creates to expand their range of products in a new area. Hopefully it will be a win for the users, content creators and plugin provides alike.
    For some uses textured geo based hair will still be the right choice.

  • futurebiscuitfuturebiscuit Posts: 0
    edited December 1969

    Still playing around a bit with Beta 2. I'm traveling - so haven't had a chance to use it on my main machine - but on my laptop, I did a quick render and added some Garibaldi Hair to the Genesis character.

    So far the Mac version has been very easy to use. The interface seems simple to learn - but extremely flexible.

    Looks great. I assume you did the facial hair in garibaldi too?

  • futurebiscuitfuturebiscuit Posts: 0
    edited December 1969

    Beta version 3 has be released for testers. It's a recommended update for all users.
    The next beta will have windows version.

  • foleyprofoleypro Posts: 264
    edited October 2012

    Actually...

    Let me just say this...

    Its all animateable....Word...?

    Just take's time....

    I can Rig anything....

    Post edited by foleypro on
  • futurebiscuitfuturebiscuit Posts: 0
    edited December 1969

    foleypro said:
    Actually...
    Let me just say this...
    Its all animateable....Word...?
    Just take's time....
    I can Rig anything....

    The hair its self is not animatable.
    Sorry.
    Any tweaks made in Garibaldi will be applied throughout the animation.

  • foleyprofoleypro Posts: 264
    edited December 1969

    foleypro said:
    Actually...
    Let me just say this...
    Its all animateable....Word...?
    Just take's time....
    I can Rig anything....

    The hair its self is not animatable.
    Sorry.
    Any tweaks made in Garibaldi will be applied throughout the animation.

    Hmmmmm...
    Now thats why I applied to become a tester....

    Once in object form a rig can be applied to anything....

  • foleyprofoleypro Posts: 264
    edited December 1969

    You do have an option for export as an obj or the Favorite option...?

  • foleyprofoleypro Posts: 264
    edited December 1969

    Dont get me wrong here...

    I am just very anxious to test on the PC...

    Ok... Thats enough of the mushy stuff...Can I test now...?

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