Well, it’s really a pity it was not possible to import the old forum database, so the LAMH thread will start from square 1 as all the rest.
I’ve been working very hard last two weeks, and I have several new features to show.
I’m currently uploading a new movie and will post here as well, so stay tuned!
New feature: the Scene Explorer
I worked very hard during last two weeks and so now it’s time to start showing some of the new features.
The first one is the Scene Explorer, which allows to easily add a figure or a prop available in the Studio scene directly to the Look at my Hair framework.
With figures, it’s even possible to choose specific nodes to load.
As usual, here is a brief movie to demonstrate the new feature:
I’m really excited about this, so thanks for starting the new thread.
So… how well do you think it will be able to handle really light hair growth… by which I mean something like a man’s hairy chest or a teenager’s mustache?
Let’s continue showing new feature being added. It’s now time for the “deformers and selection controls”.
As from the blog:
“In this movie I’m giving a quick overview of the available deformers and how those can be combined to quickly shape hair. I’m also showing how to use selection controls to mask some areas so that deformers and styling will only apply to those.
Notice how some of the deformers can be applied to one or more axis simultaneously (see that small xyz mini widget along the deformer slider), and how you can combine deformers to produce different results.
As a side note, as explained earlier in this blog, preview hair may have some sharp corners but those will be “smoothed” during the render, producing nice spline curves.
Please watch the movie HD and full screen to appreciate all the details.”
I’m really excited about this, so thanks for starting the new thread.
So… how well do you think it will be able to handle really light hair growth… by which I mean something like a man’s hairy chest or a teenager’s mustache?
Hi,
there are a number of features that I recently added that will allow that. I didn’t share yet any information or movies about these, but here are some brief notes:
- density maps: it’s possible to assign a density map (i.e. a greyscale texture) so that full hair growth will follow. Since black pixels mean density=0, density maps will also work as “cut maps” allowing to precisely define the hair contour area.
- hair remover tool: it’s a brush tool that allows to visually “remove” hair (just like waxing). It’s very simple and effective to use.
- customizable number of hair segments: for each LAMH project it’s possible to define a custom number of hair segments. To make an example, if you plan to make some simple, short fur, 10 segments will definitely be more than enough; if you are going to produce some very curly, crispy hair, you may increase that to 40-50 segments so that strands geometry, having a higher number of points/segments, will be more precise and more detailed. This is the case also for hairy chest.
- multiple hair groups: it’s possible to have multiple hair groups assigned to the same follicles: it’s an important feature because it allows to “mix” hair with different properties (shaders, maps, shapes). Think for example how you can easily create a mix of curly and smooth hair, with different colors.
- root/tip width maps (yet to be done): similarly to density maps, this maps will allow to define custom width variations for hair strands.
I’ve never tried to render some very short hair, but will do that soon. I believe with all the features explained here it should be very possible.
Yet another update, showing how density maps work.
As from the blog:
““Quick and dirty” example showing how you can assign a density map to a surface, and how that will affect hair population.
As explained in the movie, hair density will be calculated gathering grey scale values, where white pixels is full density, black pixels account for no hair, and grey values will be used to calculate interpolated densities.”
there are a number of features that I recently added that will allow that. I didn’t share yet any information or movies about these, but here are some brief notes:
- density maps: it’s possible to assign a density map (i.e. a greyscale texture) so that full hair growth will follow. Since black pixels mean density=0, density maps will also work as “cut maps” allowing to precisely define the hair contour area.
- hair remover tool: it’s a brush tool that allows to visually “remove” hair (just like waxing). It’s very simple and effective to use.
- customizable number of hair segments: for each LAMH project it’s possible to define a custom number of hair segments. To make an example, if you plan to make some simple, short fur, 10 segments will definitely be more than enough; if you are going to produce some very curly, crispy hair, you may increase that to 40-50 segments so that strands geometry, having a higher number of points/segments, will be more precise and more detailed. This is the case also for hairy chest.
- multiple hair groups: it’s possible to have multiple hair groups assigned to the same follicles: it’s an important feature because it allows to “mix” hair with different properties (shaders, maps, shapes). Think for example how you can easily create a mix of curly and smooth hair, with different colors.
- root/tip width maps (yet to be done): similarly to density maps, this maps will allow to define custom width variations for hair strands.
Yyyyyessss!! Are hair length maps also on the to-do list?