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Garibaldi Express: Hair and Fur Plugin Beta [Commercial] 
Posted: 04 November 2012 08:24 AM   [ Ignore ]   [ # 196 ]
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Gone - 03 November 2012 05:56 PM
Is it still possible to sign up for the beta?

The open beta will be available and free until the final product is released. Just go to the download page on the website.
Make sure you check your spam folder of your email. Unfortunally spam filters have become very sensitive to automated emails.
If your still having issues receiving the email then send me a email and I'll manually send you the details.
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Posted: 04 November 2012 08:28 AM   [ Ignore ]   [ # 197 ]
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Mattymanx - 03 November 2012 06:39 PM
I noticed I can only use this on Genesis atm. Will the plugin be updated to support other figures in the future?

It should work on any daz figure, modern or legacy.
Send me a email detailing the character you're having issues with and hopefully we will be able to resolve the issue for the next beta.
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Posted: 04 November 2012 08:35 AM   [ Ignore ]   [ # 198 ]
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Eustace Scrubb - 03 November 2012 07:02 PM
Win 64-bit is, so far, giving me no surfaces to choose from (yes, I'm using a Genesis figure....!) when I call it up.

Can you email the details of the steps you take before the trying to edit a garibaldi node. Also can you check if the example scenes are working correctly for you and email me if so. Please bare with things as the windows version is only a early test version.
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Posted: 04 November 2012 08:39 AM   [ Ignore ]   [ # 199 ]
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Eustace Scrubb - 03 November 2012 08:33 PM
...it usually seems to crash D|S before anything is accomplished.

If you can isolate the crashing you're experiencing to a certain action it would be greatly appreciated if you could email the details. Hopefully I can get these early issues fixed as soon as possible.
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Posted: 04 November 2012 08:39 AM   [ Ignore ]   [ # 200 ]
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Playing with Genesis now - it's more stable than with the primitive sphere!
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Posted: 04 November 2012 08:47 AM   [ Ignore ]   [ # 201 ]
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foleypro - 03 November 2012 09:45 PM
Another test for my Genesis Werewolf Morph...
Cant save the DS scene tho...


The fur looks good...
Garibaldi does not support the legary file formats (but should not crash). If your having issues with the normal file format could you try saving a more simple scene or loading and resaving one of the examples. If you could email me how you get on with this would be great.
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Posted: 04 November 2012 08:52 AM   [ Ignore ]   [ # 202 ]
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Shaaelia - 03 November 2012 11:27 PM
My first render. MilCat with hair. Still needs some adjustments and some lights that won't crash my poor old PC.

Looks great.
Try normal spotlights with deep shadow maps. Hopefully they should work fine for you. Can you email me details of the lighting setup your having issues with.
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Posted: 04 November 2012 08:56 AM   [ Ignore ]   [ # 203 ]
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futurebiscuit - 04 November 2012 08:47 AM
foleypro - 03 November 2012 09:45 PM
Another test for my Genesis Werewolf Morph...
Cant save the DS scene tho...


The fur looks good...
Garibaldi does not support the legary file formats (but should not crash). If your having issues with the normal file format could you try saving a more simple scene or loading and resaving one of the examples. If you could email me how you get on with this would be great.


This is just a Werewolf Morph of Genesis done in ZBrush4 and brought back in thru DS4.5 thru Morph Loader Pro...So I am thinking it should still work as good as Genesis because it is still genesis just Morphed...I will try with just Genesis and then once the Hair is done I will Morph Genesis (with the new hair)after wards into the Werewolf and see if that works...I am saving in .duf format...

One Observation being able to work on any file even an Object format would be awesome...Think along the lines of Grass and Tree's with Leaves and Ivy possibilities...
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Posted: 04 November 2012 08:56 AM   [ Ignore ]   [ # 204 ]
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fivecat - 04 November 2012 12:44 AM
Had my first try with the windows 64-bit plug-in. So far it seems easy to get the basics down, but all the options may take a while to figure out. It will take me some time to learn how to style it -- poor hiro isn't happy with his new haircut. LOL

Looks great for a first try.
Hopefully I'll get round to adding some more documentation soon about the more complex options and features.
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Posted: 04 November 2012 09:05 AM   [ Ignore ]   [ # 205 ]
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Is there a way to paint with Symmetary or on both sides at once...?

Like Painting the fur on my Werewolf when I paint on one side I want the same hair Painted on the other side too...Then I can cut or style either side to make it look like I want...

Also when Painting when I change the Density of the Brush isnt that supposed to make the different shades correspond with the length of hair Generated...?Like white is longest and Dark grey shorter...?
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Posted: 04 November 2012 09:19 AM   [ Ignore ]   [ # 206 ]
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Nice - hair!!!
(not a realistic colour, but I do like to play)

By the way: I think I cranked the distribution amount toooooo high on my sphere tests - that made it probably crash.

[ Edited: 04 November 2012 09:34 AM by Kerya ]
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I like Bryce, DazStudio, Poser and Vue ... in alphabetical order. And I would probably like Carrara too, if I could find the time to become acquainted with it. Peace?
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Posted: 04 November 2012 09:25 AM   [ Ignore ]   [ # 207 ]
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And now my cursor changed to a cross ... LOL!
(only in Dazstudio)
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I like Bryce, DazStudio, Poser and Vue ... in alphabetical order. And I would probably like Carrara too, if I could find the time to become acquainted with it. Peace?
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Posted: 04 November 2012 09:29 AM   [ Ignore ]   [ # 208 ]
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It's even easy to edit the hair again ...
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I like Bryce, DazStudio, Poser and Vue ... in alphabetical order. And I would probably like Carrara too, if I could find the time to become acquainted with it. Peace?
Poser and Daz Studio Free Resources Wiki: https://poserdazfreebies.orain.org

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Posted: 04 November 2012 10:07 AM   [ Ignore ]   [ # 209 ]
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DaremoK3 - 04 November 2012 02:37 AM
Gave it a quick go following along with the video intro tutorial in DSPro 4.5.0.114 on Win7 64 (bottom of barrel AMD quad core/6 G RAM).

Sounds like a more than adequate setup.

Due to the nature that hair and fur is a complex system to replicate, having a older and slower machine will slow things down.

Garibaldi needs a graphics card that supports: hardware vertex/fragment shaders, framebuffer objects, and multisample antialiasing.
This means things are unlikely to function well with ati/amd or nvdia cards older than 5 years old. Any pre intel 'HD' (i series cpus) integrated graphics will not function.

CPU speed can make a big difference in render performance. The interface is designed to be responsive with any reasonable cpu (turn down the preview percent/mask small test distribution textures if you have issues).
A dual core cpu (like an intel core duo) will be fine, anything faster should be great.

RAM is currently a biggest roadblock. 4GB on a 64bit machine without many other open applications is great. Anything less will get a bit more tight when tring to handle any large complex setups.
Realistically I can't support machines with 2GB for version 1 of garibaldi express. But basic scenes will function fine.

The target is that as the beta versions progress things will become more opitimised make better use of resources.

DaremoK3 - 04 November 2012 02:37 AM

I only tested on a default sphere (1 meter), and only encountered one issue. Not sure if it is a Windows version bug, or not.
When I got to the CLUMP tab, and tried experimenting there, nothing happened. I tried all the sliders (following along with tut), and my hair model exhibited no changes at all.

Unfortunately the sphere primitive is not really a good test object with the default settings. A 1 meter sphere has a lot of surface area. The value of the distubution settings will create aproximely the amount set per square cm. So a distribution of 10 will put 10 hairs in every square centimeter.

The clump amount needs to be less than the main hair distribution amount. The distribution of clumps on the characters surface use the same scale as the distribution of follicles. So if the clump amount is set to 1 then they will be about one clump in every square centimeter. Set fractional values for the amount will create larger clumps.
Both the main follicle distribution amount and clump amount need to have a texture set. As default the hair density texture will be automatically selected in a new scene. Grey values can be used in these texture maps to vary the density of the distribution over the characters surface.

DaremoK3 - 04 November 2012 02:37 AM

I did find one thing interesting though. I scaled down the sphere, and hid it to use the hair on Genesis. When I scaled down the sphere to about the size of Genesis' head the more I scaled it down the more the hair scaled up. This was also true for individual X/Y/Z scaling giving interesting, and wild results. I know that is not intended use, but it might come in handy some day.

I guess you mean the hair stayed the same size... the garibaldi hair will try to retain its original shape while staying attached to the underlying geometry/figure. This behaviour make more scene on a figure/character i guess, but seems a bit weird when it is applied to a simple scaling sphere.
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Posted: 04 November 2012 10:09 AM   [ Ignore ]   [ # 210 ]
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Shaaelia - 04 November 2012 02:47 AM
I've just set up two different tests, and the hair doesn't show up in the spot render or if I do a normal render. I thought I'd made a mistake on the first one, so deleted it, and tried again with the same results.

Can you email the details of what character your trying to apply hair to.
Thanks
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