Garibaldi Express: Hair and Fur Plugin [Commercial]

1232426282956

Comments

  • GoneGone Posts: 833
    edited December 1969

    Not a Hefner bunny. :)

    BunnyGirl.jpg
    1200 x 1800 - 366K
  • KeryaKerya Posts: 10,943
    edited December 1969

    Gone said:
    Not a Hefner bunny. :)

    Cute bunny! :)

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Gone said:
    Not a Hefner bunny. :)

    I don't think Nair will work...

  • PulpArtstPulpArtst Posts: 88
    edited December 1969

    Gone,

    Thanks for the info and you weren't imagining things as I changed my post because I got close to your settings after experimenting, but your settings were still helpful. I'm finding when very close to a furry creature I'm having to use multiple instances of hair if I want to completely hide the underlying skin, when the hair is very short.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    JartStar said:
    Gone,

    Thanks for the info and you weren't imagining things as I changed my post because I got close to your settings after experimenting, but your settings were still helpful. I'm finding when very close to a furry creature I'm having to use multiple instances of hair if I want to completely hide the underlying skin, when the hair is very short.

    Part of that depends on the figure...many critters are pretty low poly. A decent amount of polygons is required to get a decent amount of hair...because, essentially, they are linked.

    Back in the beta days, multiple instances turned out nicer looking short hair on lower poly figures than jacking the density way up with a single instance...at least the experimenting I did then.

  • GoneGone Posts: 833
    edited December 1969

    Yes, getting short hair to hide the underlying texture can be a challenge. You need to move the hair out just far enough to hide the texture but not so far that you make it look like a plush toy. Using the curl tool seems to help in this regard.

    If you are going to use multiple nodes for this purpose, don't forget to change the seed on each node or they will all be generating hair in the same positions.

  • PulpArtstPulpArtst Posts: 88
    edited December 1969

    I'm adding it on Victoria 6 HD, so yeah, I need multiple nodes. Good catch on the seeding as I'm changing that now.

  • SimonWMSimonWM Posts: 924
    edited December 1969

    So I'm looking at the Mid-Length strawberry Blonde female example by Futurebisquit and I see in the Paint Room a Hair Clump strength and a Hair extrude Map. I look in all the other Tabs and I see the Hair Clump Strength used in the Clump tab. If I open the texture arrow I can see the Hair extrude map but also Hair Density and Hair Root angle but as I switch thru them the values stay the same. Are all these maps being used in the Clump tab or just the Hair Clump strength?

    extrude.jpg
    1440 x 1044 - 877K
    H_clump-strength.jpg
    1440 x 1044 - 918K
  • GoneGone Posts: 833
    edited December 1969

    Grey scale maps don't change the values in the sliders - they change the strength of the value.

    Using the 2 images you've shown in the clump pane would give different results. The white areas would apply the value at 100%, the black area would apply no clumping at all. If there were areas painted in 50% grey then the clumping would apply at 50% strength.

    If you apply the first image to clumping, then all the hair would have clumping applied except for the small black area. The second image would only apply clumping to the small painted area and not to anything else.

    Grey scale maps used in any of the panes are there to control where and by how much the associated slider value is applied. With no map, the value is applied to all the hair evenly at 100%.

    So, as a simple example, let's say you want the hair on the left side to be straight but have the hair on the right side clumped and frizzy (think split screen shampoo commercial :) ). In the paint pane, you would create a new map and paint the right side of the head white and leave the left side black. You can now take this map and apply it to the clump and scraggle channels. Only the right side will clump and scraggle while the left side remains straight.

    Did I confuse enough? :)

  • SimonWMSimonWM Posts: 924
    edited December 1969

    Thank you, Gone. What you explain is very clear as always. But what I'm trying to understand is why does this Garibaldi file presents two Clump mats? Are they both active/being used on the hair or only the one selected on the node is active?

  • GoneGone Posts: 833
    edited December 1969

    Only the one listed in the texture box of the slider is active.

    I wouldn't get too concerned about not seeing the other used anywhere. I suspect that it is something that he made then changed his mind about using and didn't bother to remove the unused map from the paint list.

    Another possibility is that it is there to allow a quick change to the style. I made a torso hair that has a half dozen seemingly unused maps. What I did was create a generic style for the hair then made various mods to the style. Now, I can load the hair, go to the editor and swap the map to the one I want to use, exit and render.

    Of course, I could simply save each hair style as a separate wearable but I like this solution. :)

    I like the idea of having a basic hair style where I can swap a map and make a couple of quick tweaks and have a whole new hair style without having to build from scratch.

  • oomuoomu Posts: 175
    edited February 2014

    Hello

    With Garibaldi I try to do some short fur on a furry character. My problem is there is always some hair who are black, and it's not pretty.
    I would like all hairs to be in the base color (a bright beige color) and just use salter to put some variety in them.

    I did remove "peppering", I did remove black "root dark", and still after rendering, some hair are black.

    Can you tell me what I forget to change ?

    thanks for your help


    update: weird, it seems a DAZ crash and relaunch changed something. Same settings, and now all hair are in the color or lighter, no more black ones.

    Post edited by oomu on
  • SimonWMSimonWM Posts: 924
    edited December 1969

    Gone said:
    Only the one listed in the texture box of the slider is active.

    Thanks, that's what I wanted to know.

    The idea of having extra maps available to swap is good too if this is a personal file but for distribution it may be inflating the file's size too much and confusing the user.

  • GoneGone Posts: 833
    edited December 1969

    SimonWM said:
    Gone said:
    Only the one listed in the texture box of the slider is active.

    Thanks, that's what I wanted to know.

    The idea of having extra maps available to swap is good too if this is a personal file but for distribution it may be inflating the file's size too much and confusing the user.

    It's also useless to any Garibaldi Basic user since they would not have the ability to swap maps - which is why I would never use this method in any distribution. But for personal use I like it. :)

    @Iainsd Were you still looking for assistance or have you got it sorted now?

  • oomuoomu Posts: 175
    edited December 1969

    Gone said:

    @Iainsd Were you still looking for assistance or have you got it sorted now?

    Hello

    Thanks. No, it's now all good.
    It seems DAZ or the plugin needed to be relaunched to render with my settings. Now it renders correctly like the plugin previews it.

    -
    Still, would you have some advices about mixing fur of a cartoony character and cloths ? Fur, even relatively short, of course goes through cloths. I can morph cloths or to remove furs under cloth with maps and so on. Or is there a better tool ?


    Thanks for your work.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    lainsd said:
    Gone said:

    @Iainsd Were you still looking for assistance or have you got it sorted now?

    Hello

    Thanks. No, it's now all good.
    It seems DAZ or the plugin needed to be relaunched to render with my settings. Now it renders correctly like the plugin previews it.

    -
    Still, would you have some advices about mixing fur of a cartoony character and cloths ? Fur, even relatively short, of course goes through cloths. I can morph cloths or to remove furs under cloth with maps and so on. Or is there a better tool ?


    Thanks for your work.

    One of the things I did. once, was adjust the maps to not have any hair under the clothes, and that seemed to be the easiest/best. Applying push modifiers, morphing the clothes, etc all seemed to be more troublesome than it was worth. Also combing down all the hair, under the clothes did not seem to get rid of all poke through.

  • GoneGone Posts: 833
    edited December 1969

    mjc1016 said:
    lainsd said:
    Gone said:

    @Iainsd Were you still looking for assistance or have you got it sorted now?

    Hello

    Thanks. No, it's now all good.
    It seems DAZ or the plugin needed to be relaunched to render with my settings. Now it renders correctly like the plugin previews it.

    -
    Still, would you have some advices about mixing fur of a cartoony character and cloths ? Fur, even relatively short, of course goes through cloths. I can morph cloths or to remove furs under cloth with maps and so on. Or is there a better tool ?


    Thanks for your work.

    One of the things I did. once, was adjust the maps to not have any hair under the clothes, and that seemed to be the easiest/best. Applying push modifiers, morphing the clothes, etc all seemed to be more troublesome than it was worth. Also combing down all the hair, under the clothes did not seem to get rid of all poke through.

    What he said. :)

    Making a map to exclude clothing is the simplest and least frustrating way to go. It only takes a couple of minutes in the paint panel to copy an existing map, set the paint brush to zero and paint out the areas that would be under the clothing. Then apply the new map in the distribute pane and your done.

    When you need the hair back, just go to distribute and select the original map.

    If you have specific projects in mind, another route to consider would be to create the hair/fur in nodes so that you can simply turn off nodes in the scene tab that would be under clothing and turn them back on if the clothing is removed.

  • oomuoomu Posts: 175
    edited December 1969

    Many thanks. It's great advices.

  • SimonWMSimonWM Posts: 924
    edited December 1969

    Gone said:
    mjc1016 said:
    lainsd said:
    Gone said:

    @Iainsd Were you still looking for assistance or have you got it sorted now?

    Hello

    Thanks. No, it's now all good.
    It seems DAZ or the plugin needed to be relaunched to render with my settings. Now it renders correctly like the plugin previews it.

    -
    Still, would you have some advices about mixing fur of a cartoony character and cloths ? Fur, even relatively short, of course goes through cloths. I can morph cloths or to remove furs under cloth with maps and so on. Or is there a better tool ?


    Thanks for your work.

    One of the things I did. once, was adjust the maps to not have any hair under the clothes, and that seemed to be the easiest/best. Applying push modifiers, morphing the clothes, etc all seemed to be more troublesome than it was worth. Also combing down all the hair, under the clothes did not seem to get rid of all poke through.

    What he said. :)

    Making a map to exclude clothing is the simplest and least frustrating way to go. It only takes a couple of minutes in the paint panel to copy an existing map, set the paint brush to zero and paint out the areas that would be under the clothing. Then apply the new map in the distribute pane and your done.

    When you need the hair back, just go to distribute and select the original map.

    If you have specific projects in mind, another route to consider would be to create the hair/fur in nodes so that you can simply turn off nodes in the scene tab that would be under clothing and turn them back on if the clothing is removed.

    These are great tips, thank you Gone.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    You can't have chest hair poking through the scales of scale mail armor, now can you?

  • oomuoomu Posts: 175
    edited December 1969

    Hello,

    I tried the last beta.

    it seems it's not compatible with previous hairs. It breaks a lot, like half of the hair on a surface disappear, or some random patches

    -

    also, 0.7 is not a correct value for the curl tool ? in the 1.0 version it works, in 1.1 beta, some hairs become straight or it breaks totally.

    thanks.

  • GoneGone Posts: 833
    edited December 1969

    Not sure what to tell you.

    I've been using build 19c since it was released at the beginning of January without issue.

    0.7 is a pretty extreme curl value. Depending on what shape the hair was in when it was applied, I can see it causing some undesirable effects. Using any of the undo methods will usually get you back to where you were so you can apply a different value.

  • oomuoomu Posts: 175
    edited December 1969

    Gone said:
    Not sure what to tell you.

    I've been using build 19c since it was released at the beginning of January without issue.

    0.7 is a pretty extreme curl value. Depending on what shape the hair was in when it was applied, I can see it causing some undesirable effects. Using any of the undo methods will usually get you back to where you were so you can apply a different value.

    I understand.

    I'm trying to do like a short but thick fur of a rabbit :)

    I will try again with different values.

    thanks for your help.

  • oomuoomu Posts: 175
    edited December 1969

    new try with the beta, I'm now using undo features to put everything in order and it works nicely. thanks.

    Some bugs I met seems to be from DAZ, like sometimes, after some hours of edit and canceled rendering, daz begins to act weirdly (and crash)

    -
    Now I need a way to edit hair density maps while seeing cloth and props on the shape :)

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Gone said:
    Not sure what to tell you.

    I've been using build 19c since it was released at the beginning of January without issue.

    0.7 is a pretty extreme curl value. Depending on what shape the hair was in when it was applied, I can see it causing some undesirable effects. Using any of the undo methods will usually get you back to where you were so you can apply a different value.

    You mentioned earlier that 1.1 had been submitted to Daz, 1.0 is still in the Product Library, what could be taking them so long!? Are they that wrapped up in their own releases that this has fallen by the wayside!?

    CHEERS!

  • GoneGone Posts: 833
    edited December 1969

    lainsd said:

    -
    Now I need a way to edit hair density maps while seeing cloth and props on the shape :)

    That's what your imagination is for. :lol:

  • GoneGone Posts: 833
    edited December 1969

    Rogerbee said:
    Gone said:
    Not sure what to tell you.

    I've been using build 19c since it was released at the beginning of January without issue.

    0.7 is a pretty extreme curl value. Depending on what shape the hair was in when it was applied, I can see it causing some undesirable effects. Using any of the undo methods will usually get you back to where you were so you can apply a different value.

    You mentioned earlier that 1.1 had been submitted to Daz, 1.0 is still in the Product Library, what could be taking them so long!? Are they that wrapped up in their own releases that this has fallen by the wayside!?

    CHEERS!

    Back on Jan 6 on his own website, Futurebiscuit announced the submission to DAZ. Since then, there has been no further word so I have no idea what is taking so long.

    I noticed a couple of threads where it was mentioned that products were delayed due to the latest DS release so that may be a factor - but that's just a guess on my part.

    I've read a number of complaints about some nasty problems with the latest DS so I haven't downloaded it yet. As a result, I don't know if there could be an issue for Garibaldi. Since they didn't announce changes to the SDK, I don't think there would be any problems for Garibaldi. But, again, that's just a guess on my part as I have no idea how this stuff works.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    I see,

    I've been reading about the problems with the DS release, and they do rather intrigue me as I haven't really had any of their problems. Ok, there was the tools thing, but, that didn't affect the layout I was using and the next release fixed that.

    I'm not really in any rush for it, I just thought that, by now, someone might have known what the hold up was. I don't intend to do too much major rendering till I have my new machine up and running which will probably be early Summer.

    CHEERS!

  • GoneGone Posts: 833
    edited December 1969

    Finally decided to put some fur on the tree rat.

    TreeRat.jpg
    1200 x 1200 - 450K
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Nice,

    And if Britain has it's way, he'll be gone too, as they are dominating the Red. I want to do a proper Kong job on my Genesis Gorilla, but, I just haven't got round to it yet and probably won't now till I build you know what.

    CHEERS!

Sign In or Register to comment.