Hello,
I am interested in the export feature you mention. I do my rendering in Vue10. Once I have the hair finalized on my figure, and I export the figure as an OBJ for importing into Vue, would the hair come along with the figure? Would I lose anything in the appearance of the hair with the exporting?
I am really anticipating this product!
Thank you
Hello,
I am interested in the export feature you mention. I do my rendering in Vue10. Once I have the hair finalized on my figure, and I export the figure as an OBJ for importing into Vue, would the hair come along with the figure? Would I lose anything in the appearance of the hair with the exporting?
I am really anticipating this product!
Thank you
Yes exactly, the figure and the hair will be both exported with the necessary textures as well. The hair quality for the exported .obj will depend on the number of polygons chosen: to make an example, if you need to model long hair, you better plan the project with a higher number of vertices per hair, so that the resulting .obj will have a higher definition. In case of short fur/hair, a lower number of vertices will do just fine.
To add to the above, if the renderer or the application you’re going to use the exported hair with is capable of subdividing the mesh and you enable it, that will allow to increase the quality of the mesh itself, allowing to have more “curved” surfaces. If you used Reality/Lux you know what I mean; I don’t recall if Vue actually does it (but I’d be surprised if it didn’t).
Here attached a couple of renders done in Vue by one of the testers, with some dinos covered with short fur.
Vue has a Dynamic subdivision and smoothing function when you right click on the object and choose Edit Object. Just thought I would mention it just in case.
Here attached a couple of renders done in Vue by one of the testers, with some dinos covered with short fur.
Heh. The first time I looked at this, for a second I thought the T-Rexallosaurusy thing was holding a giant fork. At long last those tiny little hands made sense…
Vue has a Dynamic subdivision and smoothing function when you right click on the object and choose Edit Object. Just thought I would mention it just in case.
Thank you for the clarification
OK so that would just do the job: in LAMH you may choose the complexity of the .obj (i.e. the number of vertices per hair), so that also using, say 5 vertices (which would produce a hair made of 4 quads) would probably be satisfactory since Vue Dynamic subdivision and smoothing will do the rest of the job.
Everything OK Carrie, thanks very much for asking. I’m completing what will probably be last (or one of the latest) beta releases.
There will be a number of new features in it that have not been disclosed yet (not even to testers), and I’ll make the possible to finally release Look at my Hair very soon. Also have to prepare the final version of the manual, and all the video tutorials.
There are a number of ideas about new features and improvements that I’ll be going to add after the initial version will be released. After all development has been undergoing for many months (almost 10) and I believe it’s time that all the folks can finally start playing and enjoy with Look at my Hair.
Everything OK Carrie, thanks very much for asking. I’m completing what will probably be last (or one of the latest) beta releases.
There will be a number of new features in it that have not been disclosed yet (not even to testers), and I’ll make the possible to finally release Look at my Hair very soon. Also have to prepare the final version of the manual, and all the video tutorials.
There are a number of ideas about new features and improvements that I’ll be going to add after the initial version will be released. After all development has been undergoing to many months (almost 10) and I believe it’s time that all the folks can finally start playing and enjoy with Look at my Hair.
Everything OK Carrie, thanks very much for asking. I’m completing what will probably be last (or one of the latest) beta releases.
There will be a number of new features in it that have not been disclosed yet (not even to testers), and I’ll make the possible to finally release Look at my Hair very soon. Also have to prepare the final version of the manual, and all the video tutorials.
There are a number of ideas about new features and improvements that I’ll be going to add after the initial version will be released. After all development has been undergoing to many months (almost 10) and I believe it’s time that all the folks can finally start playing and enjoy with Look at my Hair.
So stay tuned for incoming news…
waiting to see
Thanks bigh: this time I’ll try to put more efforts than I did with INFINITO documentation, and will be careful to produce enough video tutorials and a decent manual so that both of them should suffice to help users.
Question… if someone where to export a lower geom hair figure for Genesis but then add in SubD and Smoothing afterwards for more high resolution and smoothed out look will that create a lighter file that will render faster? Or are SubD and Smoothing not recommended??
Question… if someone where to export a lower geom hair figure for Genesis but then add in SubD and Smoothing afterwards for more high resolution and smoothed out look will that create a lighter file that will render faster? Or are SubD and Smoothing not recommended??
Well, if you export an .obj out of LAMH, made of say 40000 polygons (quads, to be more precise), if can of course enable subdivision in Studio (or Vue, Reality, or else), and Smoothing as well. Those techniques usually subdivide a quad into 4 quads (or even more, according to the level of subdivision chosen) often at render time, so that there is no performance impact on the GUI.
Definitely something to try and use, so to answer shortly, SubD and Smoothing are actually recommended, especially on 64bit systems which will have no problems to mangle large data.
Thanks Alex. Good to hear that beta is getting closer and closer. Sorry for not participating too much here. I’ve been hella busy and practicing in ZBrush so not posting as much as I usually do here, there and everywhere!