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Garibaldi Express: Hair and Fur Plugin Beta [Commercial] 
Posted: 21 October 2012 11:05 PM   [ Ignore ]   [ # 61 ]
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Male-M3dia - 21 October 2012 10:44 PM
I took an hour out to play with the beta...


Looks good. What sort of lighting/shadowing setup are you using?
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Posted: 21 October 2012 11:09 PM   [ Ignore ]   [ # 62 ]
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futurebiscuit - 21 October 2012 11:05 PM
Male-M3dia - 21 October 2012 10:44 PM
I took an hour out to play with the beta...


Looks good. What sort of lighting/shadowing setup are you using?


I'm using a preset from Lantios Portrait lights, which uses uberlighting rather than the default ds lights.
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Posted: 21 October 2012 11:10 PM   [ Ignore ]   [ # 63 ]
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futurebiscuit - 21 October 2012 10:51 PM
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.

http://film.image-engine.com/index.php?option=com_content&view=article&id=79&Itemid=86



PRman and 3Delight are basically the 'standards'...I just don't get it, either.

I noticed that about DS, too...and it's shader building capabilities were very limited before...they've improved some with recent versions and it's getting easier to implement standard rsl shaders, but there are still a number of things that have no easy way of getting ui access to without going the plugin route.
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Posted: 21 October 2012 11:53 PM   [ Ignore ]   [ # 64 ]
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For hair like that you need to use deep map shadow, it will give it best result and as I said before a lot of practice paying attention for the hair line, it would be good if you use 2 nodes with correct density as the hair are always in lower density on the hairline and much finer



Male-M3dia - 21 October 2012 10:44 PM
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.
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Posted: 22 October 2012 05:35 AM   [ Ignore ]   [ # 65 ]
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Mec4D - 21 October 2012 11:53 PM

For hair like that you need to use deep map shadow, it will give it best result and as I said before a lot of practice paying attention for the hair line, it would be good if you use 2 nodes with correct density as the hair are always in lower density on the hairline and much finer


I think you missed the part I said about having issues undoing selections and painting areas. wink So after i played with it I just selected light and let it render before I went back to what I was doing.

Anyway, speaking of areas, would it be possible to have symmetrical painting of the head to speed selection of where the hair would be placed?
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Posted: 22 October 2012 08:20 AM   [ Ignore ]   [ # 66 ]
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It was not a comments on your work it was a tip wink
symmetrical painting would be good to start with , is there possibility to use density map? that would speed everything..


Male-M3dia - 22 October 2012 05:35 AM
Mec4D - 21 October 2012 11:53 PM

For hair like that you need to use deep map shadow, it will give it best result and as I said before a lot of practice paying attention for the hair line, it would be good if you use 2 nodes with correct density as the hair are always in lower density on the hairline and much finer


I think you missed the part I said about having issues undoing selections and painting areas. wink So after i played with it I just selected light and let it render before I went back to what I was doing.

Anyway, speaking of areas, would it be possible to have symmetrical painting of the head to speed selection of where the hair would be placed?
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Posted: 22 October 2012 04:56 PM   [ Ignore ]   [ # 67 ]
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Ok - just did a quick test of the hair system on items. Here is a 30 second try to add fur around the base of some chainmail gloves.

I've only played with this system a little so far - and I really like it. Too bad I guess it won't work with Reality (that's more of a question than a definitive statement)....

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Posted: 22 October 2012 05:09 PM   [ Ignore ]   [ # 68 ]
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that is a nice idea to test out Mark , I like the mixed color of the hair
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Posted: 22 October 2012 05:15 PM   [ Ignore ]   [ # 69 ]
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Mec4D - 22 October 2012 05:09 PM
that is a nice idea to test out Mark , I like the mixed color of the hair


Hi Cath - Thanks - the system itself does all of the hard coloring work. In my limited (very limited) tests so far, it has been very easy to use. I have to send some feedback (I'm having trouble with trying to make changes) - but so far, I'm thrilled.

Ive been using this on my laptop - so hopefully once I get back from my current trip later this week, I can try it out on my main system.
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Posted: 22 October 2012 07:16 PM   [ Ignore ]   [ # 70 ]
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Platinum Lion - 22 October 2012 04:56 PM
I've only played with this system a little so far - and I really like it. Too bad I guess it won't work with Reality (that's more of a question than a definitive statement)....



It won't...because it doesn't make any 'geometry'. Luxrender needs a mesh (geometry) to work.
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Posted: 23 October 2012 08:42 PM   [ Ignore ]   [ # 71 ]
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Version 1 of Garibaldi Express is all about getting the core platform to create most hair and fur styles.
More specialist features will come in future versions.

Beta 3 is on track for release this week (fixing most outstanding bugs). Then the following beta version will dual platform.
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Posted: 23 October 2012 08:44 PM   [ Ignore ]   [ # 72 ]
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mjc1016 - 22 October 2012 07:16 PM
It won't...because it doesn't make any 'geometry'. Luxrender needs a mesh (geometry) to work.

I had a quick look into luxrender didn't realise it was based on the old "Physically Based Rendering: From Theory to Implementation" book's renderer.
Anyway for version 1 of garibaldi, exporting to external formats or renderers will not be supported, the primary goal was to make sure it functioned well with Daz Studio's internal renderer.
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Posted: 23 October 2012 09:02 PM   [ Ignore ]   [ # 73 ]
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futurebiscuit - 23 October 2012 08:44 PM
mjc1016 - 22 October 2012 07:16 PM
It won't...because it doesn't make any 'geometry'. Luxrender needs a mesh (geometry) to work.

I had a quick look into luxrender didn't realise it was based on the old "Physically Based Rendering: From Theory to Implementation" book's renderer.
Anyway for version 1 of garibaldi, exporting to external formats or renderers will not be supported, the primary goal was to make sure it functioned well with Daz Studio's internal renderer.


I assume exporting a RIB to run on the stand alone 3Delight would be supported...
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Posted: 24 October 2012 04:17 AM   [ Ignore ]   [ # 74 ]
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Won't be much use to our studio until there's a PC version, but this looks very promising
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Posted: 24 October 2012 06:45 AM   [ Ignore ]   [ # 75 ]
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Looking forward to testing out the WIN beta when available. As long as it works in DS all is good.
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