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Look at my Hair: official thread [Commercial] RELEASED!
Posted: 08 September 2012 08:37 PM   [ Ignore ]   [ # 256 ]
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Anything new to share, Allesandro?

We wait with breathless anticipation.

Any new renders?

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<End of transmission from Oz>
TUTORIAL - Creating a Genesis/G2F/G2M Full Body Morph for DAZ Studio Pro 4.6 by RKane_1
TUTORIAL - Creating a Genesis Partial Body Morph in DAZ Studio Pro 4 Using the DForm Tool by RKane_1
TUTORIAL - Applying Shaders by RKane_1 (as stolen blatantly from Jaderail)

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Posted: 09 September 2012 03:18 AM   [ Ignore ]   [ # 257 ]
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No renders at this time, sorry. What I can offer, if you like, it’s the current revision of the manual. Maybe even more interesting than a render, since it shows how the whole plugin works.

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Posted: 09 September 2012 03:46 AM   [ Ignore ]   [ # 258 ]
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This looks fantastic. Looking forward to more developments smile

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My 3D/DAZ/Poser news blog - DigiSprawl

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Posted: 09 September 2012 03:50 AM   [ Ignore ]   [ # 259 ]
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Oh, yes! Manual sounds goooood!!!

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Posted: 09 September 2012 05:04 AM   [ Ignore ]   [ # 260 ]
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Here comes current manual revision. It will be changed many times from here to the end, so you might want to check out this thread for newest versions as they are available.

Manual for 1.03B: http://www.alessandromastronardi.com/LAMH/LAMH_manual.zip

AAs you’ll see 3D painted density maps will be there since the initial release (I initially planned it to add those in later upgrades).

Edited: wrong link, sorry.

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Posted: 09 September 2012 09:42 AM   [ Ignore ]   [ # 261 ]
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Thanks for access to the manual as it is now… My question is about the final export.  You mention “OBJ groups” if your very happy with this model and want to export it as an OBJ to perhaps take into ZBrush to add in flow morphs or what ever is there a way to export it as one whole OBJ?  I realize some folks will be making furry humans and what not but I’m thinking strictly everyday human hair styles right now.

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Posted: 09 September 2012 09:56 AM   [ Ignore ]   [ # 262 ]
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Hi Richard, it will export 1 .obj (and one companion texture) for each shave group.
Reason for it is that each shave group can have different properties from the others (hair widths, colors, texture and density maps etc.).
However, in most cases there won’t be necessity for having multiple shave groups either.

PS: shave groups should not be confused with the model groups. Meaning that it’s not that you’ll get one .obj for each model group (head, neck,torso,hip,legs etc.)...

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Posted: 09 September 2012 10:16 AM   [ Ignore ]   [ # 263 ]
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I THINK I understand.  Thanks Alex!  grin

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Posted: 09 September 2012 10:21 AM   [ Ignore ]   [ # 264 ]
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RAMWolff - 09 September 2012 10:16 AM

I THINK I understand.  Thanks Alex!  grin

Richard, sorry I know it’s my cranky english: beiieve me it’s hard sometimes to explain even simple things.

I’ll make an example. Say you want to style some hair and beard. You can do it using only one shave group, and voilĂ , export it as a unique .obj.
But what if you’d like the beard, for example, have different hair widths than the hair, or use a different density map, shader etc.? Well, then you need to create a second shave group, and that will imply that upon exporting, you’ll have 2 obj’s, one for the the first shave group (hair), one for the second (the beard).
Anyway if you like to use those ZBrush, you can easily append as many .obj’s as you like in the same ZB subtool…

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Posted: 09 September 2012 10:27 AM   [ Ignore ]   [ # 265 ]
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OK.. gotcha.  So a hair prop would be one and the beard would be another and then a mustache would be another and side burns another since they would all have various lengths.  Yes, on the right track?  No, I’m an idiot and need a spanking?? raspberry

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Posted: 09 September 2012 10:31 AM   [ Ignore ]   [ # 266 ]
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RAMWolff - 09 September 2012 10:27 AM

OK.. gotcha.  So a hair prop would be one and the beard would be another and then a mustache would be another and side burns another since they would all have various lengths.  Yes, on the right track?  No, I’m an idiot and need a spanking?? raspberry

Almost. You mentioned “various lengths” but it should be “various widths”. However, if you don’t care much about assigning different properties for each type of hair used, also one single group (and later prop) may be created.

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Posted: 09 September 2012 10:48 AM   [ Ignore ]   [ # 267 ]
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Hmmm, OK… still need to understand what’s meant by “widths” in relation to the hair.  Each hair strand has a length that it’s “cut” too but there is a width to each strand or ??

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Posted: 09 September 2012 01:59 PM   [ Ignore ]   [ # 268 ]
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Yes, besides the length that you can cut as you will, a shave group has a certain number of properties. 3 of these are:

- hair root width
- hair tip width
- hair width random variance

This means that you may create a shave group with thick hair (maybe for a beard), and if you like an additional shave group with thin hair to use for the eyebrowse or else.

It’s really simple to understand when you get to play with it.

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Posted: 09 September 2012 05:07 PM   [ Ignore ]   [ # 269 ]
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RAMWolff - 09 September 2012 10:27 AM

OK.. gotcha.  So a hair prop would be one and the beard would be another and then a mustache would be another and side burns another since they would all have various lengths.  Yes, on the right track?  No, I’m an idiot and need a spanking?? raspberry

Your last comment has me thinking of the Castle Anthrax scene from Monty Python & the Holy Grail…

But seriously, I think this product may have me doing a lot of head-scratching when it comes out; but I’m sure it’ll be worth it. Sure wish it would be this easy to get hair in the real world. ohh

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Posted: 09 September 2012 05:12 PM   [ Ignore ]   [ # 270 ]
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riftwitch - 09 September 2012 05:07 PM

..t. Sure wish it would be this easy to get hair in the real world…

Hair + RL Plugin Module smile

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Just because I may have a strong opinion doesn’t make it any more (or less) correct than any other, just that I feel passionately a particular way at that moment.

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