if the option of exporting geometry is added there would be possible to control the poly count with the density map , but think about that hair need segments and profile and if you make a grass that would be not much but if the hair strand have a curve what for hair is more that likely you will have it it will increase the poly count to a size you view port will freeze as DS can't handle it and I spend 5 months on that specifically to find solution for hair and high poly count in DS , I got it to work but with the static prop without rigging as DS can't do that it was to much poly to handle .
But as Khory said , I have enough of figuring out and battle with high poly models , that why I am going for the plugin and have the most realistic hair I can create without worry about rigging and other memory issues and stuff .
Generating hair with plugin is 1 thing but make it looking good and style it realistic that request another skills as with everything else we do
but that is the nature of man that want something they don't have, why make it difficult if it is simple already
It should be possible to make a 'read only' plugin. One that could read a 'configuration' file and allow color/shader changes, but no styling or anything else. That would solve one major hurdle, allowing 'premade' hair styles to be distrbuted...but it wouldn't solve the fact that this hair can't be rendered in Reality/Lux (or Octane)...just the Renderman family (and only ones with riCurves (assuming that's how this is done...nothing else makes sense).
The whole purpose of riCurve hair is that it is an almost trivial procedure for 3Delight to generate/color(texture)/shade/render 100s of thousands of hairs, with much less processing power/impact than a very simple transmapped/object based hair model. Much faster...order of magnitude faster...with occlusion. Two things that will dramatically increase render times...high poly count and transparency, especially transparency with occlusion.
As it stands, this would be a 'procedural' hair. If the shaders being used are the ones I'm thinking of, then other than specifying a color value (or two...root and tip are typical...everything else is calculated), there is nothing else that needs to be done...no maps of any sort are NEEDED. Several of the shaders can read the color values from a texture map and plug in those colors for 'root' values.
I believe that there is work being done to get Blender curves/particles to work in Lux...but I'm not sure about that. I know that they are working on some sort of system for procedurals of various types in Lux, but haven't really paid attention to exactly which. Blender uses an implementation of Bezier curves and riCurves are more or less the same thing without a few of the options Blender adds, so it shouldn't be too hard to translate a riCurve to a regular Bezier curve that would be usable elsewhere.
Getting full plugin will allow the end user to edit the hair style , other way they will be not poseable , how you imagine to use the hair if there are clothing on and each clothing are different and hair will need to be adjusted , what about poses , I think it would be much easy to make the hair fall down in place to have it static , this idea is good for short hair that don't have to be edited when used with clothing or poses but for any other long or ponytail hair you need to adjust the gravity to make it looks accurate , so just read plugin is not much functional here for the end user .
and regarding to reality , that would be great if Paolo can make it happen , and translate the curves into geometries when exporting to Luxrender . It is not that hard to do as Lucrender can handle better the high sub-d level of the hair geometries . But if James decide to add this feature it would be great also
mjc1016 - 20 October 2012 09:45 PM
It should be possible to make a 'read only' plugin. One that could read a 'configuration' file and allow color/shader changes, but no styling or anything else. That would solve one major hurdle, allowing 'premade' hair styles to be distrbuted....
or beautiful realistic grass in your scene .. I wonder if there would be option for trans maps as it would allow us to create amazing effects like leafs on the tree or other effects like 1000 butterflies the the field .. lol
larsmidnatt - 21 October 2012 12:19 PM
Looks nice. I read
I will be releasing a beta 2 that fixes issues with rendering hair on non genesis characters (seems I broke this) and some other minor issues today.
So this means I could fur the millennium dog for example? Can't wait for a windows beta, my mac isn't quite strong enough to load daz with any good performance.
Have you done any animals yet? If so I'd love to see how that turned out.
Nothing more than some basic tests.
My main early tests such as the ones on the website have concentrated on figures as they have traditionally been harder to get looking right (uncanny valley and all that).
What type of parameters are available to chenage by texture maps?
Watch the introduction video. You'll be able to see all the options.
Although the interface is planned to be reworked before the final version you should be able to get the idea.
RKane_1 - 20 October 2012 03:57 PM
So is there a way to isolate certain sections or make separate "hair pieces" so that the shader options only effect one area. Like making separate scalp pieces from which to grow hair out of and take into Garibaldi Express?
Multiple hair pieces like above?
So yeah if you want different hair pieces, for example scalp hair and a beard you can just create different nodes. But there nothing stopping you from creating both in the same node, as the options can be masked to areas of the head using texture maps.
If your worried about doing advanced things like creating partings in the hair, then garibaldi express has an automatic parting feature. The parting in the included simple blond hair example was created by simply moving a single slider.
I took an hour out to play with the beta and although i had some issues with painting the hair on the back and undoing selections, it wasn't too bad playing with just moving the hair around. There may need to be more options with shaders though; Combing the rendering of hair with HSS settings of my character didn't come out to well. And i played with the frizziness and got some stray hairs. Haven't had a chance to put in the beta email, but i'll try to get that in the morning... but it looks promising. I'll probably have to take some more time to make sure I was doing everything correctly.
It's strange that I get the impression that there not much appreciation for 3Delight around here. I'm still amazed it's licensed to be included in a free product.
I guess it can be a steep learning curve to get any decent results, the lighting and rendering tools in Daz are not really fully exploiting it either.
It's older cousin Pixar's PRMan has be the foundation of basically all rendering in hollywood vfx, well since the beginning.
A example of a film using 3Delight for rendering is District 9, I felt that the aliens in that were near seamless. Them and most of all the other vfx were rendered in 3Delight.