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Carrara Dynamic Hair
Posted: 31 January 2013 05:55 PM   [ Ignore ]   [ # 16 ]
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Okay.
Following your advice, without making any other changes, it turned out much better. I forgot that I had it set with a hair count of only 4,000, which may be why I set it at Very Large for thickness, which I actually kind of like. But it does get a bit Rag-Doll looking close up.
I really like this hair. Just knowing that others are getting good results was enough for me to continue on and make it work. It’s been sitting in my browser all Summer, perhaps longer. I just thought it wouldn’t work.

For stills, I think it’s the best hair (Carrara hair, in general) I’ve ever seen. I wish I could get away with making a conforming hair that worked like this - instead of being so heavy with alpha maps. However, I think this may take just as long to render. When I watch it render a still, it seems to be faster by a margin. Animations seem to be where it really chews time.

Oh… and I turned the clump shader local, silly me for not doing that in the first place. Now I’m going to go for more hairs, thinner hairs, a touch less air friction, and possibly a touch more downward gravity. I can already tell that if I use this hair, I’ll have to animate in sequenced image files - as it has the tendency to drop the roots for a frame. Not sure why, but who cares. Also, instead of using Carrara spheres, I’m using the V4 proxy conforming figure that comes with PhilW’s Advanced Carrara techniques dvd set. If I can’t get this to settle down to an acceptable level (your shorter Kinky Hair test on a globe looks perfect to me), I’ll try converting the proxy to the primitive modeller and see if that makes a difference - other than that, i’ll try a pile of spheres parented to the head, chest and shoulders at the very least. Tougher is that when your going for this long of hair. She found out that I love long hair. So, without telling me why, she didn’t ever get her hair cut for our first eight years of marriage! lol
I never complained!

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Posted: 31 January 2013 10:34 PM   [ Ignore ]   [ # 17 ]
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GLAMAZON!

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Posted: 31 January 2013 11:24 PM   [ Ignore ]   [ # 18 ]
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holly wetcircuit - 31 January 2013 10:34 PM

GLAMAZON!

What a perfect name for this hair! Thanks Holly wink

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Posted: 01 February 2013 06:29 AM   [ Ignore ]   [ # 19 ]
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Really cool.  Glad to see you got it working.

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Posted: 01 February 2013 06:24 PM   [ Ignore ]   [ # 20 ]
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It got a little better. I’m noticing, however, that everybody else, who’s getting good results, are using a much much higher hair count - so that’s my next step. Its getting so much better that I may just have to plan on the switch, from here out - a new Rosie. It’s been a while… maybe I’ll work a little more on all of her. Get her ready for production.

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Posted: 01 February 2013 11:29 PM   [ Ignore ]   [ # 21 ]
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Much higher hair count, slightly more gravity, and 50% Air friction.
I can see a big difference in appearance, we’ll see how well it animated when the render is done

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Posted: 01 February 2013 11:32 PM   [ Ignore ]   [ # 22 ]
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I forgot to turn a bunch of stuff back on for the above render. I like the texture of the hair itself much better in the previous image at the top of the page. We’ll see how it looks tomorrow.

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Posted: 02 February 2013 12:01 AM   [ Ignore ]   [ # 23 ]
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Dartanbeck - 01 February 2013 11:29 PM

Much higher hair count, slightly more gravity, and 50% Air friction.
I can see a big difference in appearance, we’ll see how well it animated when the render is done

I really like this one - the hair looks much more real now - nice work!

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Posted: 03 February 2013 04:40 AM   [ Ignore ]   [ # 24 ]
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Have to give up for now.
Can’t get the twitching to stop during animation renders no matter what I try.
Maybe next time I can waste a week waiting for renders I’ll try again using different shader settings altogether. The bummer with that is that it took forever to get just that right look that I wanted. Too bad.
It animated great before, when I took away the curls.

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Posted: 03 February 2013 11:01 AM   [ Ignore ]   [ # 25 ]
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Fenric - 28 January 2013 04:57 PM

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.

Frizz is just unfriendly. I need to update my notes on hair to reflect this, but frizz—even without animation—very quickly goes into some weird state where the hair (or some strands of it) are scaled to extreme size (except for diameter). The result is a hash of apparently random lines across the scene with all segments at significant angles.

I haven’t done enough cross checking to be sure of the whys and wherefores, but I suspect it is an issue with too many segments (too many strands or just too high of a segment count).

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Posted: 03 February 2013 11:10 AM   [ Ignore ]   [ # 26 ]
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thoromyr - 03 February 2013 11:01 AM
Fenric - 28 January 2013 04:57 PM

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.

Frizz is just unfriendly. I need to update my notes on hair to reflect this, but frizz—even without animation—very quickly goes into some weird state where the hair (or some strands of it) are scaled to extreme size (except for diameter). The result is a hash of apparently random lines across the scene with all segments at significant angles.

I haven’t done enough cross checking to be sure of the whys and wherefores, but I suspect it is an issue with too many segments (too many strands or just too high of a segment count).


I’ve had this issue as well. Come to think of it, it may have been with a high hair/guide hair segment count.

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Posted: 05 April 2014 09:35 PM   [ Ignore ]   [ # 27 ]
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Trying something different.
As I have come to expect that it is the shader itself that is causing the jitter, or perhaps the combination of that and that the hair is so long, I am going to try this method.
I am currently using PhilW’s Proxy Figure. Not the one that you conform to V4, but a stand-alone proxy model that you animate. I’m leaving the scene empty of everything for now, put a glowing green shader on the proxy model, and am filming the animation with an alpha channel into a sequence of Targa images.

My hero character has a different scale than the proxy. So if this works okay, I’ll have to make my own poxy, or just edit this one. If it doesn’t work out okay, I’ll try the same effect, but with primitive spheres in place of the proxy figure.

Howler accepts sequenced Targa as either an animated brush, or a green screen (or many other composite types) in the swap channel.

So I intend to remove the worst jitters in the hair animation by deleting frames evenly throughout the animation sequence, and then use the motion prediction module to tween differences between the remaining frames to get the sequence back to the original length, which I’m hoping will both remove the sporadic behavior, as well as keep the full motion that the physics engine is providing.

Copy that sequence over to Swap and add a new sequence of the hairless hero, which uses the same camera, and is scaled to fit the hair placement. Then combine with swap using green screen.

If this works as easy as I just made it sound, I will actually save render time by doing it this way but also get the added benefit of the beauty of Carrara’s dynamic hair.

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Posted: 05 April 2014 09:37 PM   [ Ignore ]   [ # 28 ]
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As you can see, this test is being done with a very low fidelity hair of only 7,000 hairs. I just need to know if the method will work. If it does, the hair will get made much nicer, and I’ll put all of the advice given in this thread to the simulation.

EDIT: Also, I don’t recall if the alpha can be respected in Swap. If not, the brush keyframer will, which may be the best route for this anyways, as it gives full visual control and the ability to make keyframed alterations.

Thanks everyone!

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Posted: 05 April 2014 09:47 PM   [ Ignore ]   [ # 29 ]
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Dartanbeck - 05 April 2014 09:37 PM

As you can see, this test is being done with a very low fidelity hair of only 7,000 hairs. I just need to know if the method will work. If it does, the hair will get made much nicer, and I’ll put all of the advice given in this thread to the simulation.

EDIT: Also, I don’t recall if the alpha can be respected in Swap. If not, the brush keyframer will, which may be the best route for this anyways, as it gives full visual control and the ability to make keyframed alterations.

Thanks everyone!

Maybe a shadow catcher instead of green screen and rendered with an alpha channel should also work. May prevent some color spill between strands and it should act as a mask for those hairs behind the figure.

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Posted: 05 April 2014 10:27 PM   [ Ignore ]   [ # 30 ]
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I was wondering about that… so that might just make the area where the shadow catch is as alpha?

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