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Garibaldi Express: Hair and Fur Plugin Beta [Commercial] 
Posted: 02 February 2013 11:53 AM   [ Ignore ]   [ # 1051 ]
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mjc1016 - 01 February 2013 09:21 PM

I said similar...because it was the only one I could think of that may have some recognition...it is a Marschner based one, too...highly modified.

Just had a look at the Stuart Little hair shader (haven't had a look at it for a long time). It seems to be basically the old Kajiya-kay hair model with a few changes, which are as far as I can see are… It uses two specular highlights, each highlight overlap at the same places and can have the widths (roughness) and intensity independently altered. Also there some functionality to isolated where alone the hair the specular highlight can illuminate.

A simpler example of the Kajiya-kay model can be found in the PRMan App notes I seem to remember.

So the Marschner model's primary illumination comes from three components, two reflecting highlights and a backlighting. Unlike the two specular highlights the Stuart little shader these highlights can be in addition moved up and down the hair for a more realistic result but also more importantly have more complex and accurate reflectance model which differs in each highlight. The Marschner also offer the ability to add 'sparkly' bits in the highlight for increased realism.

So the Marschner model is what you would get in most professional off the shelf hair software. But they have been various improvements but mostly using the Marschner as a base or starting point in high end production.

Anyway in the scale of things the Garibaldi Shader is a good professional production quality for long and short hair.
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Posted: 02 February 2013 11:11 PM   [ Ignore ]   [ # 1052 ]
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futurebiscuit - 01 February 2013 06:28 PM
Spyro - 01 February 2013 03:03 AM
May I ask what hair width you used for the roots and tips? Your hair seems to blend really well with the character's surface. Also, what hair count did you use?

Main Hair layer = 240, Base Width = 0.007, Tip Width = 0.002, Opacity = 0.65, Shadow Opacity = 0.65
Fiuff Hair layer 1 = 10, Base Width = 0.007, Tip Width = 0.007, Opacity = 0.65, Shadow Opacity = 0.65
Fiuff Hair layer 2 = 15, Base Width = 0.007, Tip Width = 0.002, Opacity = 0.65, Shadow Opacity = 0.65
At the back of head (under the covered area) the hair density is mostly masked out black.
Lighting is nothing but a few simple spot lights with deep shadows.

Spyro - 30 January 2013 08:17 AM
... the reset button under the re-sample slider seems to only reset some curves not all. Not sure why. (I think I altered the distribution map and then tried to reset curves)

So the reset button should only affect the selected curves (or every curve if nothing is selected)?

Spyro - 01 February 2013 08:51 AM
I cant get a crash log... But I'm getting lots of freezing when creating and using curve selections. It's done so six times in a row, each time I've had to restart daz :(

Is this the same selection issue you were having before (selecting curves without 'Mask Hidden by Surface' turned on)?


Thanks so much for the tips on the hair, thats very interesting, I havent lowered the hair width so much like that. I shall give it a go next cheese

With the freezing issue I've had, No I havent been using 'Mask Hidden by Surface' unchecked. I was working on a long hairstyle, and altered the distribution map, then when creating curve selections to style the newly added curves, it kept freezing on me. All I could do was close GH&Daz;, in which it wouldn't give me a crash log.

It's similar to the freezing I had when I tried to use 'Mask Hidden by Surface' unchecked in GH10.

EDIT: I think it may have something to do with "Show all meshes" checked. Because it's long hair, show all meshes was ideal.
[ Edited: 03 February 2013 12:53 AM by SpyroRue ]
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Posted: 02 February 2013 11:24 PM   [ Ignore ]   [ # 1053 ]
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StevieC - 01 February 2013 06:22 PM
Hey everyone, awesome renders and styles! My ancient laptop is getting more and more compatible with each new version of Garibaldi, (yeah!), but I'm having trouble achieving the textures that Futrebiscuit and Spyro get in their renders. What am I missing? Even when I use one of Futurebiscuit's presets, as soon as I change the style and modify in the clump and tweak sections, in the render, the hair looks painted on. Sadly, I don't have Uber Surface Hair shaders, but, if there's anything else I can use, I'd mucho appreciate the input.....


Hi Stevie, I'm a little confused with what textures your referring to... Do you mean distribution maps? Basically I painted it up in the paint tab, then exported the texture to a unique folder I made for it, then modified the textures in Photoshop. For example, I made myself a Male hair distribution map, which I import for my M5 males (In paint tab) then work from that imported texture instead of having to completely re-paint it all over again. Both Import and Export are options in the paint tab.

By the looks of FB's recent render, I'd say he's using colour maps. Same thing there, import a diffuse texture or make your coloured texture then import it to the paint tab. Except, when importing change gray scale to colour (It's a drop down in the import window.)

When organizing your GH textures, do not rename the textures, it must be named the same as your export. ie, "1_SkinFace.png" It MUST also be in PNG format. As such, due to the naming constraint, each texture set must also have its own unique folder.

Hope that helps smile
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Posted: 04 February 2013 06:49 PM   [ Ignore ]   [ # 1054 ]
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Spyro - 02 February 2013 11:24 PM
StevieC - 01 February 2013 06:22 PM
Hey everyone, awesome renders and styles! My ancient laptop is getting more and more compatible with each new version of Garibaldi, (yeah!), but I'm having trouble achieving the textures that Futrebiscuit and Spyro get in their renders. What am I missing? Even when I use one of Futurebiscuit's presets, as soon as I change the style and modify in the clump and tweak sections, in the render, the hair looks painted on. Sadly, I don't have Uber Surface Hair shaders, but, if there's anything else I can use, I'd mucho appreciate the input.....


Hi Stevie, I'm a little confused with what textures your referring to... Do you mean distribution maps? Basically I painted it up in the paint tab, then exported the texture to a unique folder I made for it, then modified the textures in Photoshop. For example, I made myself a Male hair distribution map, which I import for my M5 males (In paint tab) then work from that imported texture instead of having to completely re-paint it all over again. Both Import and Export are options in the paint tab.

By the looks of FB's recent render, I'd say he's using colour maps. Same thing there, import a diffuse texture or make your coloured texture then import it to the paint tab. Except, when importing change gray scale to colour (It's a drop down in the import window.)

When organizing your GH textures, do not rename the textures, it must be named the same as your export. ie, "1_SkinFace.png" It MUST also be in PNG format. As such, due to the naming constraint, each texture set must also have its own unique folder.

Hope that helps smile


I think I understand....Thank you very much!
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Posted: 04 February 2013 10:26 PM   [ Ignore ]   [ # 1055 ]
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Well, some progress on the 'explosion' problem...yes, it's a WINE only bug (but not really bug, so much as I'm in serious need of an update)...and it's got everything to do with a little used OpenGL feature, that in order to get WINE to include, when building on my machine would require a full update of X...so, as long as I can work with hair and get it to render correctly, I can live with it, until the system core upgrade, I'm doing this spring, which will include the most recent kernel and X updates.
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Posted: 06 February 2013 02:01 PM   [ Ignore ]   [ # 1056 ]
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Moved thread to new commercial forum.
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Posted: 06 February 2013 02:33 PM   [ Ignore ]   [ # 1057 ]
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Richard Haseltine - 06 February 2013 02:01 PM
Moved thread to new commercial forum.


where's that at ?
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Posted: 06 February 2013 02:45 PM   [ Ignore ]   [ # 1058 ]
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Richard Haseltine - 06 February 2013 02:01 PM
Moved thread to new commercial forum.


Thank you so much Richard! smile Theres so much learning and discussion in here. I'm so glad it was possible to bring it back. Thanks smile
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Posted: 06 February 2013 04:36 PM   [ Ignore ]   [ # 1059 ]
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Spyro - 06 February 2013 02:45 PM
Richard Haseltine - 06 February 2013 02:01 PM
Moved thread to new commercial forum.


Thank you so much Richard! smile Theres so much learning and discussion in here. I'm so glad it was possible to bring it back. Thanks smile


Ditto. Thanks Richard.
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Posted: 06 February 2013 06:12 PM   [ Ignore ]   [ # 1060 ]
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Hair today, gone tomorrow? Or rather gone yesterday, hair today wink
Nice to see the thread back
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Posted: 06 February 2013 08:25 PM   [ Ignore ]   [ # 1061 ]
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Thank goodness they put this back. What a mess. I'm going to copy the thread to my computer in case they change their minds. Finally got a chance to play a bit - here's my latest try
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Posted: 06 February 2013 08:37 PM   [ Ignore ]   [ # 1062 ]
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So...what does this program do?

Is it something to help you make your own hair for the Gen model?

Any limits to it? Could I tie a style in a knot (yes, I have a character that ties his hair back in a knot, not hair tie)? Bang? Sideburns?
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Posted: 06 February 2013 08:42 PM   [ Ignore ]   [ # 1063 ]
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The Garibaldi home page has some videos that illustrate what it does.

But the short answer to all of your questions is yes smile I think it's still in open beta so you can try it for free.
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Posted: 06 February 2013 08:44 PM   [ Ignore ]   [ # 1064 ]
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araneldon - 06 February 2013 08:42 PM
The Garibaldi home page has some videos that illustrate what it does.

But the short answer to all of your questions is yes smile I think it's still in open beta so you can try it for free.

Sadly, my tower can't handle daz...I'm just looking around to make my life easier with characters and animation in the future.
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Posted: 06 February 2013 08:53 PM   [ Ignore ]   [ # 1065 ]
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This thing also make eyebrows?

That would be helpful
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