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Carrara Dynamic Hair
Posted: 28 January 2013 12:47 PM   [ Ignore ]
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I have a hair do that I made in Carrara that I really like.
The problem I’ve been having is in animating it.
I’ve used a proxy figure to help with the vertex counts.
The problem seems to belong to the shader. When I remove the frizz, it seems to animate smoothly.
But with the frizz applied, it looks a bit ‘electric’ as it spazzes from one frame to the next.

Any ideas?
I wonder if it’s possible to keyframe drapes at various points - rather than using “Simulate Hair”?
Or perhaps I’ll try converting to another modeller and making it conforming?

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Posted: 28 January 2013 12:57 PM   [ Ignore ]   [ # 1 ]
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Are you using Clumping at all?

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Posted: 28 January 2013 01:10 PM   [ Ignore ]   [ # 2 ]
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No go on the idea of keyframing different drapes
Coverting to vertex model leaves you with nothing - just gone.
Probably hair is more of a special effect than anything else.

holly wetcircuit - 28 January 2013 12:57 PM

Are you using Clumping at all?

Yeah.

Hair Clump Shader

Count + 40%
Clump = 60%    Variation = 34%
Rate = 0%
Radius = 0.10   Variation = 47%
Clump in Local Space = unchecked (maybe I should check this?)

Hair Kink Shader

Root = 1%
Tip = 40%
Frequency = 92%
Frequency Scaling = 504%

I don’t have a Frizz or Wave shader.

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Posted: 28 January 2013 01:13 PM   [ Ignore ]   [ # 3 ]
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Ideally, I’d like the hair to not move around much at all. Just follow her movements. Unless, of course, she’s running, fighting, standing in the wind, etc.,

Do you animate with Dynamic hair much, Holly?

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Posted: 28 January 2013 02:06 PM   [ Ignore ]   [ # 4 ]
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The rest of my settings:

Hair Thickness Shader
Root Thickness = 50%
Tip Thickness = 9%

Hair Length Shader
Length = 100%
Length Variation = 10%

Hair General Tab

Length = 2.4 ft     Thickness = Very Large     Scaling - 1.00
Render Quality 500%        Placent Type: Geometry Based
Segments per Hair = 24       Hair Count = 4000
No Reverse Normals (unchecked)
Mode = Long Hairs

Override Segment Count = Unchecked
Segments per Guide Hair = 12
Guide Count (greyed out) = 49
Guide Sampling = Custom
Symmetrical Sampling = unchecked

Auto Grouping Enabled
Distance = 833.33 ft
Angle = 60.2 degrees
Distance Along 5.0
(It was a while ago that I made this hair - not sure where these figures came from…)

Hair Dynamics Tab

Stiffness
Root = 100%
Hair = 5%
Shape = 5%

Damping Air = 50%

Density = 2.00

Use Scene Time Range

Quality
Simulation = 26% (Trying to get it to make fewer calculations)
Hair = 100%

Collision Enabled
Distance = 1.0

Draping Iterations = 100

No Applied Forces at this time except for a simple head turn during a walk cycle

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Posted: 28 January 2013 02:55 PM   [ Ignore ]   [ # 5 ]
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Maybe a stiffer shape would help? I’ve tried a couple hair animations, but my system is getting long in the tooth and I don’t have the patience.

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 28 January 2013 03:40 PM   [ Ignore ]   [ # 6 ]
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Tried that downer

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Posted: 28 January 2013 04:57 PM   [ Ignore ]   [ # 7 ]
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I tried a number of experiments with just a ball…  it doesn’t look like “frizz” is animation-friendly: whatever random function they use is a bit too random.  I was able to produce several variations on ugly, but nothing useful.

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Posted: 28 January 2013 08:07 PM   [ Ignore ]   [ # 8 ]
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I have LAMH for DS4 which can create geometry
this can be conformed to Genesis using transfer tool saved as an asset .duf file and will import as a Genesis hair item or imported into Carrara as an obj selected along with the hip of any figure and in animation tab attach skeleton, weightpaint if needed.
not as good as Carrara hair, no collision for styling and brushing and no draping but that might be coming soon.
I myself have been using it to create furry clothes for Genesis figures in iClone but it is very highpoly.

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Posted: 29 January 2013 09:18 AM   [ Ignore ]   [ # 9 ]
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If you use clumping and want to animate you MUST check local space…

Dartanbeck - 28 January 2013 01:10 PM
holly wetcircuit - 28 January 2013 12:57 PM

Are you using Clumping at all?

Yeah.

Hair Clump Shader

Count + 40%
Clump = 60%    Variation = 34%
Rate = 0%
Radius = 0.10   Variation = 47%
Clump in Local Space = unchecked (maybe I should check this?)

 

 

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Posted: 29 January 2013 07:12 PM   [ Ignore ]   [ # 10 ]
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I’ll try some more…
Thanks for your help.
I really like this hair - and am hoping to get it to work.

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Posted: 30 January 2013 02:24 AM   [ Ignore ]   [ # 11 ]
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Hi Dartanbeck - I really hope you get the hair to work.

A couple of tips and tricks that seem to work for me:

* Increase gravity in the Physics settings for your scene to -500.00

* Only use carrara spheres for the collision objects - make sure the hair is set to
  collide with nothing except the spheres. If the hair is made on a cap, make sure the
  hair is set to not collide with the cap.

* In Hair Dynamics, try root stiffness 80%, Hair 10%, Shape 5%, Air Damping 20%, Density 1.0 -
  If you want it to follow her body for simple movements, try increasing the Air Damping to 75%.

* For Segments per hair, you can use a high number like 50, but then check Override Segment count
  and set at something like 12 Segments per Guide. The simulation will run pretty fast, and you can bump
  up your simulation quality back to 100%.

I was able to get a decent simulation with these settings using Kink and Clumping in the shader, so
I hope it will work for your long hair.


I hope this helps!

Here is a quick video that demonstrates the difference between Air Damping of 20% and 75%.

http://youtu.be/KjQY-8f1Efo

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Posted: 30 January 2013 02:41 AM   [ Ignore ]   [ # 12 ]
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Wonderful input, indeed! Thanks Man!

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Posted: 30 January 2013 02:45 AM   [ Ignore ]   [ # 13 ]
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No problem : )

I’m doing a test with some longer hair, and you may need to bump the Segments per Guide up to
a larger number. When I increased the length of the hair while set at 12 segments, it started some
vibrations, but if I changed it to 24 segments, the vibrations stopped.

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Posted: 30 January 2013 02:54 AM   [ Ignore ]   [ # 14 ]
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3DLust - 30 January 2013 02:45 AM

No problem : )

I’m doing a test with some longer hair, and you may need to bump the Segments per Guide up to
a larger number. When I increased the length of the hair while set at 12 segments, it started some
vibrations, but if I changed it to 24 segments, the vibrations stopped.

Cool info. Thanks a bazillion!
Keep this up and I’ll buy all of your products again!

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Posted: 30 January 2013 03:12 AM   [ Ignore ]   [ # 15 ]
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No need to buy them again - hehe - I just love seeing the renders you do with them.  smile

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