Garibaldi Express: Hair and Fur Plugin [Commercial]

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Comments

  • DkgooseDkgoose Posts: 1,451
    edited December 1969

    Gone said:
    The stripes come from the underlying texture map so it was as difficult as copy existing texture, format for Garibaldi, apply. :)

    that's cool, I didn't realize you could use the base texture for the hair texture, i'll have to try that out, although my last attempt to make fur was really bad, my puppy looked like a plush toy, I'll try again, it'd be nice not having to stick with just single colored animals, i'm patiently waiting for the tutorials on the Garibaldi website to finish to figure out more of what can be done

  • GoneGone Posts: 833
    edited December 1969

    @Kerya - yeah, that's getting tricky. I've been looking at a lot of big cat pics and - generally speaking - the coats aren't quite as shaggy as the store presets but not as silky as mine. Trying to find a happy medium if I can. :)

    Right now, the idea is to come up with a good base coat that will work with all the big cats (except sabertooth - he is going to have longer, shaggier hair) and then the mane, cheeks, chin and tail tuft will be seperate presets for the different cats. A bit like the way the base cat product is set up.

    Of course, that will also have the side benefit of being able to make a liger. :)

    @dkgoose - well - you can always ask questions here. If no one else is willing to volunteer their expertise, I will try my best not to confuse too badly. :)

  • DkgooseDkgoose Posts: 1,451
    edited December 1969

    awesome, thanks, and not to jump right away with a question, but is there an ideal way to paint the head for the hair, i've mostly been trying to paint a basic scullcap down to the neck and down to the ears, but bangs seem to be a hard one to do

  • GoneGone Posts: 833
    edited December 1969

    Not sure I'm understanding the question - why would you paint bangs?

    As far as a skull cap goes, look at people with shaved heads and see how the hairline goes. This is what you want to emulate with painting. Bangs, etc are a matter of combing the hair in the desired direction.

    If your question is that hair isn't combing the way you want, there are 3 ways of dealing with it that have been covered previously. In short:
    - use autopart to control the wild flyaway hair when hair is combed in different directions. Setting autopart to around 100 (default is 180) will usually tame flyaway hair.
    - a more aggressive solution is to change interpolation from smooth to linear. This will cause the hair to follow the guides more closely rather than spreading the effect between guide hairs.
    - if those don't work, then you can always create a seperate node just for the bangs. If you do this, then the new node would only require the head to be painted with the front part of the skull cap back to the point where you want the hair parted. This will create a hair node that is isolated from the rest of the hair so there will be no flyaway hair. You will need to modify the main skull cap so that it does not cover the same area as the bangs node or you will have rendered hair going in different directions from the same part of the head.

    The downside of this last method is that you can only work with 1 node at a time so you won't be able to see how it interacts with the other nodes until render time.

    What you want to accomplish will often dictate how yo proceed. For example, lets say you want a hair style that is generlly well combed but has a few stray hairs sticking out here and there. Sometimes, the strays created with different autopart settings will suffice but, sometimes, you will want completely controllable strays. In that case, it is often easier to simply use a seperate node for the stray hair and comb it to suit your need.

  • DkgooseDkgoose Posts: 1,451
    edited December 1969

    thanks, that's mostly what i've been doing for painting, i'll definetly try the tips for auto part and changing the interpolation, that seems like it would be useful to help with finishing touches and help make the hair tidier

  • DkgooseDkgoose Posts: 1,451
    edited December 2013

    Here are my tries at hair so far, been meaning to post them but kept forgetting, apologies if I already have, the blue and black was my first attempt, the short hair on the little girl was my second, and then my attempt at long hair, however the backside looks worse but need a render of that still

    image.jpg
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    Post edited by Dkgoose on
  • GoneGone Posts: 833
    edited December 1969

    If those are your first attempts, you're doing a lot better than the plastic helmet heads I started with. :)

  • GoneGone Posts: 833
    edited December 1969

    OK, I think I have my tiger sorted.

    Tiger3a.jpg
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  • KeryaKerya Posts: 10,943
    edited December 1969

    dkgoose: the long hair looks really good!

    And Gone: oh yes, this is looking much better!

  • kyoto kidkyoto kid Posts: 41,838
    edited December 2013

    Mattymanx said:
    Gone said:
    Seriously?

    Eyelashes and eyebrows are harder to get right than head hair!

    Just remember to reduce the seg length or you will be cursing up a storm.


    i like working with details. I can always use modeled hair until I get more comfortable with doing a full head on a figure. I have always been disatisfied with how eyebrows get washed out using shaders with SSS so that was the primary reason for it.
    ...plus the fact eyebrow colour doesn't change (as it usually is part of the skin map) when you change the diffuse colour. of the hair. Just not right to have a very fair hair colour and dark brows.


    True, getting eyeybrows to look right is difficult to say the least due to the short follicle length and dispersion. Still working on that myself.

    Post edited by kyoto kid on
  • selias19selias19 Posts: 254
    edited December 1969

    Gone said:
    OK, I think I have my tiger sorted.

    He looks great, Gone.
    Could it be that the hairs on the legs are a bit too long? They look "stumpy" somehow.
    I love the color and the fur on the rest of the body.

  • GoneGone Posts: 833
    edited December 2013

    Thanks for the comments.

    Here's the same scene without the the hair. Maybe it's just me, but I don't see all that much difference in the legs. Yes, the hair makes the legs look a bit heavier but, if its pulled in any closer, you lose the hair effect and just end up with the base texture.

    TigerNoHair.jpg
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    Post edited by Gone on
  • selias19selias19 Posts: 254
    edited December 1969

    Gone said:
    Thanks for the comments.

    Here's the same scene without the the hair. Maybe it's just me, but I don't see all that much difference in the legs. Yes, the hair makes the legs look a bit heavier but, if its pulled in any closer, you lose the hair effect and just end up with the base texture.

    Ok, then it's the model. Sorry Gone. I don't have it yet and therefore didn't know. Maybe Tiger legs are that big and I simply wasn't aware of it. :-)

  • azoohouseazoohouse Posts: 664
    edited December 1969

    Any of you guys/gals lose your Garibaldi plugin with today's DazStudio update or was it just me?

  • MattymanxMattymanx Posts: 6,996
    edited December 1969

    azoohouse said:
    Any of you guys/gals lose your Garibaldi plugin with today's DazStudio update or was it just me?

    I have not updated yet but will keep that in mind.

    Arew you using the 1.0 from the store or the 1.0.19 beta from the garibaldi forum?

  • Richard HaseltineRichard Haseltine Posts: 107,889
    edited December 1969

    Mattymanx said:
    azoohouse said:
    Any of you guys/gals lose your Garibaldi plugin with today's DazStudio update or was it just me?

    I have not updated yet but will keep that in mind.

    Arew you using the 1.0 from the store or the 1.0.19 beta from the garibaldi forum?

    Working OK for me.

  • azoohouseazoohouse Posts: 664
    edited December 2013

    Ok, thanks. It must be just me. I'm using the store version 1.0 or at least I was, lol. Back to the drawing board so they say.

    Problem solved! Apparently my DazStudio wasn't installed where I thought it should be therefore I needed to redirect the installation to where DazStudio could find it. Thank you once again for helping. :) Happy holidays!

    Post edited by azoohouse on
  • DkgooseDkgoose Posts: 1,451
    edited December 1969

    Thank You Gone and Kerya, your tiger looks really good Gone, impressive.

  • GoneGone Posts: 833
    edited December 1969

    Hello, Leo.

    BC2Lion.jpg
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  • Space VikingSpace Viking Posts: 33
    edited December 1969

    Really love your plug-in. REALLY.

    A similar hair rendering at this scale with transparency maps would take hours on my machine. This took minutes.

    Genesis 2 female. One light raytraced.

    Is there a way to smooth out the cast shadows?

    Hair_Test_BIG_1E.jpg
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  • KeryaKerya Posts: 10,943
    edited December 1969

    Really love your plug-in. REALLY.

    A similar hair rendering at this scale with transparency maps would take hours on my machine. This took minutes.

    Genesis 2 female. One light raytraced.

    Is there a way to smooth out the cast shadows?

    Looks really nice!

    Smooth shadows:
    Select the light in the scene tab, go to the Parameters tab, select shadow, play with the settings...
    http://amandabb.com/daz-studio-tutorials/daz-studio-tutorial-4-adding-lights-and-rendering/

  • Space VikingSpace Viking Posts: 33
    edited December 1969

    Thank you, Kerya!

  • Swawa3DSwawa3D Posts: 231
    edited December 1969

    I've seen a lot of nice renders here, I really love this plug-in. I've been getting super fast, high quality renders using it with the new Advanced Ambient & Spot lights.

    Here is a render I did a while back. I used Garibaldi for the horse manes. It may seem like a minor detail but without Garibaldi the default manes really looked fake (like hair drawn on a piece of paper) when I tried to make them sway and it just broke the entire image.

    The image is also in the Gallery with a full description and list of products used: http://www.daz3d.com/gallery/images/view/id/16277/

    sierra-skye-saves-the-day_full.png
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  • GoneGone Posts: 833
    edited December 1969

    Yes, those advanced lights are a real time saver! :) I do just about all my renders with those lights now.

    Here's a hairy hyena.

    Hyena.jpg
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  • KeryaKerya Posts: 10,943
    edited December 1969

    Gone said:
    Yes, those advanced lights are a real time saver! :) I do just about all my renders with those lights now.

    Here's a hairy hyena.

    Scary!!!

  • RuthvenRuthven Posts: 674
    edited December 1969

    Okay, here I am with the hairs I finally created; surely not perfect, but not so bad, for a beginner - I think. I ended up following Gone's suggestions and after some more tries with clump and autoparting settings, I created several hair nodes so to have the variuos bangs not too much interferring with each other.
    Features I would like in the future versions: possibility of using more than one "density map" - and the related styling curves - in the same hair object. Elseways, it could be nice to be able to design "style curves effects limit" on the painted surface, so it would be possibile to create hairstyles with different shaped pieces where the hair follow only the curves you're interested to (I'm thinking expecially of complex braided hairstyles).

    Oscar_hairs_02.png
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    Oscar_hairs_01.png
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  • GoneGone Posts: 833
    edited December 1969

    Coming along nicely. Soon, you will be wanting to look at the shader to play with the brightness and tone. :)

    Not sure what you mean by multiple density maps. You already have the ability to put as many density maps in your project as your system can handle. If you look in the clump and tweak panes, you will see that every slider has a "texture map" attached to it. These are density maps that you create and will limit the effect of the slider to the section of hair specified by the map.

    Earlier in the thread, I showed some torso hair styles I made. All the styles are contained in one hair preset I called "Torso hair". When I want to put torso hair on someone, I just load the one preset, go to distribution and select the torso style I want to use - there are 6 style sets in the hair. Depending on the character, I may need to do some tweaking but it is usually minor and only takes a couple of minutes. In addition to the 6 "distribution" styles, there are also "clumping" maps - which are also used in the scraggle sliders. If I want more variety, I can add more maps to fine tune any of the clump or tweak sliders.

    In the style pane, you can select subsets of the hair and save them in the selection list. By choosing the subset you want from the selection list you can modify only that part of the hair without disturbing the rest of the hair.

    Alternately, you can paint "sub" maps that do basically the same thing. Load the sub map in the distribution pane and then style as you like. Load the next sub map and do the same. When finished, load the full map and see all the hair styled according to what you did in the sub maps. The drawback to this method is that you will only see the hair from the sub map and can only see the full effect when you load the full map.

    Using sub maps, as opposed to selection list, will have an effect on the style, Depending on what you are doing, that effect can be quite dramatic. It's best to experiment and see what works best for you - and the particular project. I've often used both sub maps and selection lists in the same project.

    For such a simple interface, there really is a lot of power - it's just a matter of learning how to use it. I'm still finding new tricks that never occurred to me before - but then, I'm not the sharpest knife in the drawer either. :)

  • RuthvenRuthven Posts: 674
    edited December 2013

    Thank you, Gone :-) In this case, the shader is okay because the character was written having hairs "more alike to true gold than to ripe wheat". I've seen it's possible to have more than one "hair density map" (somewhere I read there could be only one, I must have misunderstood what was meant), anyway what I wanted to say was to have more maps each with its own styling curves and not interferring one with the others (that's what happens now, as far as I have seen or understood by triying) - the way it works now by creating more hair objects. Correct me if I'm wrong, it should be different from what you meant saiying you maid several different styles for body hair.

    I used the selection lists in styling the hairs (mainly on the back, painted a layer, selected its curves and saved the selection, and then combed it), but even setting the clump and tweak parameters it didn't work completely as I wanted, so in the end I used the "multiple objects way". Have to say, triying to recreate an anime hairstyle like this one clearly isn't so easy if you're using something that creates more realistic hairs and furs... starting with how to rend 2D pictures in 3D ways, and considering that usually manga/anime drawings often have a "clump effect" that makes hairs look more similar to plastic than to real hairs

    Post edited by Ruthven on
  • GoneGone Posts: 833
    edited December 1969

    Each hair node can only have one active distribution map - but you can have as many maps as you like in the hair project.

    What it sounds like you want is a hair project with multiple hair nodes. Attached are some screen caps of such a project. I'll make a second post that puts it all together and also has a couple of anime type styles.

    Each node of the hair project is completely independent and will not interfer with any of the others. However, the drawbacks of doing it this way have already been mentioned but, sometimes, it is the best way to get what you want.

    After creating all the nodes and renaming them appropriately, you would then group them and save the group as your hair object.

    XHairgroup.jpg
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    XBack.jpg
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    XRight.jpg
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    XLeft.jpg
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    XBangs.jpg
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  • GoneGone Posts: 833
    edited December 1969

    Here is what the whole thing looks like in preview and rendered.

    Also, a couple of anime type hair styles.

    GreenHairAndDryden.jpg
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    PurpleHair.jpg
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    XRendered.jpg
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    XPreview.jpg
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