Garibaldi Express: Hair and Fur Plugin [Commercial]

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Comments

  • JoeQuickJoeQuick Posts: 1,729
    edited December 1969

    Szark said:
    here is what I was working on when I had hair troubles a page or 2 back.

    Garibaldi on the body and head. One Node for the main part of the body and head and one node for the thin feathers on the side of the head. The rest are what comes with the model, like legs feathers and the upright head feathers.

    That's a real clever usage. It looks great!

  • SzarkSzark Posts: 10,634
    edited December 1969

    Thanks Joe

  • GoneGone Posts: 833
    edited December 1969

    Thanks for showing that.

    I was wondering how well it would look on feathers when you indicated you were working on birds.

    Impressive.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Thanks Gone. That is why I posted in case anyone was interested on seeing what can be done. But I have to admit is was bloody hard to do but fun.

  • SzarkSzark Posts: 10,634
    edited April 2014

    Well it is happening again AOA SSS and Garibaldi don't play nice on my PC.

    Everything is up to date, Ds and Garibaldi.

    This time I am using Genesis, works great on Uber Surface but as soon as I apply AOA SSS the hair gets borked. So I made the hair in to Wearable preset and as soon as I load the preset on to Genesis with AOA applied the hair is borked straight away. If I load the hair and then apply a AOA SSS homemade mat preset then it looks ok but as soon as I save and reopen the hair is borked again. I just can't get my head around why this is happening. So for me it looks like I can't use a combination of Garibaldi and AOA SSS shader.

    I know I know you guys are using the same combo and it works for you, this what makes this so frustrating.

    Post edited by Szark on
  • Richard HaseltineRichard Haseltine Posts: 107,868
    edited December 1969

    I can't recall if this has been asked, but have you checked that the displacement limits are zero on the AoA SSS shader and that the groupID is unique, not in use on another SSS surface?

  • SzarkSzark Posts: 10,634
    edited December 1969

    Thanks Richard Yep I do that as a matter of course and for this I have some displacement maps in place. That last scene, a few pages back had no displacement and I used DT's Utility to zero out the Displacement and yes all ID set up and checked.

  • KeryaKerya Posts: 10,943
    edited December 1969

    No help here ... just a heads up for some free Garibaldi hair:
    CMK24601 Wolverine Hair Genesis
    http://www.sharecg.com/v/75622

  • CMKook-24601CMKook-24601 Posts: 200
    edited December 1969

    Kerya said:
    No help here ... just a heads up for some free Garibaldi hair:
    CMK24601 Wolverine Hair Genesis
    http://www.sharecg.com/v/75622


    Oops suppose I should have posted that here as well as the superhero thread. Its my first hair Item so feed back would be great
  • SzarkSzark Posts: 10,634
    edited December 1969

    Ok I tried with AOA SSS shader applied first and this is what I see and get with a new node with no adjustments at all, borked for the get go. Notice the blotches on the face, that is what I got with the birds using AOA SSS Shader.

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  • SzarkSzark Posts: 10,634
    edited December 1969

    I have just sent a mail to futurebiscuit and posted this issue on AOA's Thread.

  • GoneGone Posts: 833
    edited December 1969

    Looking at your images, I can tell you that something is changing the vert order of the mesh.

    I've seen this happen when trying to use G2F hair on G2M (or vice versa) but I have never seen it on G1 - particularly if all you did was change shaders.

    I notice that your distribution map is not the default. Was it imported or painted in Garibaldi? I doubt this is actually causing the problem but I'm just grasping at straws here.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Thanks Gone yes Gen 1 with the same morphs and skin and yes it is an Imported Hair Density map. With the Parrots it was a painted on map. I was wondering if it had something to do with Vert order but discounted it due to it being the same mesh.

  • SzarkSzark Posts: 10,634
    edited December 1969

    I just noticed that Garibaldi hair has been Sub-D and nothing shows in the resolution box on Genesis and Hair alike. When I change it to Base or High Res it stays grey with no text...sounds like this is the issue. But I am only guessing

  • SzarkSzark Posts: 10,634
    edited December 1969

    this is what I mean but it is happening with non AOA shader so I doubt that has anything to do with it now.

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  • GoneGone Posts: 833
    edited December 1969

    Sub-D applies to polygonal meshes. Garibaldi does not create polygons so there is no mesh resolution. The hair is generated by algorithm at render time.

    The mesh you are creating the hair on will be converted to base resolution (if it's high res) when you go into the editor and will be returned to high res when you exit the editor. It does this because the hair has to be created on real polygons as opposed to the virtual polys of sub-D.

    If you save a sub-D mesh as a new figure with the higher poly count, that figure can be taken into the editor with the higher count, but hair created on it will not be usable on the regular mesh because the poly count will not match. They are, effectively, different figures.

    I have to admit that I am baffled. I've tried everything I can think of - short of deliberate sabotage - to cause a vert re-ordering and have been wholly unsuccessful. Whatever is causing the vert re-order is going to be your culprit.

  • SzarkSzark Posts: 10,634
    edited April 2014

    so is that way it has Sub-D parameters in the Parameters Pane?

    Thanks Gone for trying, I really appreciate it. Looks like it is something on my PC that is causing this that is particular to me. I will see what the vender has to say when he replies.

    on a side note I like the preset you made for the mole, very cool.

    Post edited by Szark on
  • SzarkSzark Posts: 10,634
    edited April 2014

    Thanks for the explanation Gone but I do know what it does I just didn't think it would apply Sub-D. But that doesn't explain why I can no longer set the resolution to base or High Res when Garibaldi is used.

    And for the record I just tested some old scenes with Genesis and Garibaldi and the whole lot gets messed up when AOA SSS Shader is applied before or after. I wouldn't let this bother me but I want to use them both together as they should. Whyyyyyyyyyyyyyyyy is this happening to meeeeeeeeeeeee arrrrrrrrrrrrrrrrrrrrrrrr. :)

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

    Oh crap!

    I just took another look at your last screen cap. It's the Genesis model that no longer has resolution not the Garibaldi hair node which is what I thought you were showing.

    If this is only happening with Genesis and is being activated by shader changes, then I would suspect that you have a bad install and need to reinstall Genesis. But if this is happening with other models then I have no idea what's going on.

    However, it does seem to be that Garibaldi is being caught is the cross hairs of a completely different problem.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Gone said:
    Oh crap!

    I just took another look at your last screen cap. It's the Genesis model that no longer has resolution not the Garibaldi hair node which is what I thought you were showing.

    If this is only happening with Genesis and is being activated by shader changes, then I would suspect that you have a bad install and need to reinstall Genesis. But if this is happening with other models then I have no idea what's going on.

    However, it does seem to be that Garibaldi is being caught is the cross hairs of a completely different problem.

    yeah that screencap is true for Genesis and Garibaldi. Thanks Gone, you have helped as much as you can. I am logging my finding here as this is where I pointed the vendor to.
  • SzarkSzark Posts: 10,634
    edited December 1969

    more testing after uninstalling genesis, deleting it from DIM and reinstalling. Didn't fix the issue

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  • SzarkSzark Posts: 10,634
    edited April 2014

    more testing revealed that if I apply AOA SSS shader base and then Garibaldi I have no problem. If I then save the surfacest as a AOA surfaces preset and apply that I get this issue. So it looks like homemade AOA mat presets are the cause.


    PS yep AOA Mat presets are the cause I just tested this on a primitive and Genesis 2. Woohoo I found the problem Now to inform AOA.

    Thanks Gone for all your help.

    Post edited by Szark on
  • johngjohng Posts: 25
    edited December 1969

    Has anyone shared any Garibaldi format hair yet what those of us who are beginners could download? There were a few examples on the official website but they don't seem to have added any more. (version 1.0)

  • GoneGone Posts: 833
    edited December 1969

    Szark said:
    more testing revealed that if I apply AOA SSS shader base and then Garibaldi I have no problem. If I then save the surfacest as a AOA surfaces preset and apply that I get this issue. So it looks like homemade AOA mat presets are the cause.


    PS yep AOA Mat presets are the cause I just tested this on a primitive and Genesis 2. Woohoo I found the problem Now to inform AOA.

    Thanks Gone for all your help.

    I'm glad you're zeroing in on the problem but I'm not sure you have found the core of it yet.

    Question: Are the homemade MAT's figure specific or generic tiled MAT's? The reason I ask is because I have about half a dozen figure specific MAT's for G1 made from AoA shaders. Some are fully procedural with no texture maps in any channel. Some are procedural with maps in the bump channel only, and some are regular skin maps modified with AoA shaders.

    I regularly swap these MAT's on figures exchanging them with Uber, default, and each other. I swap before, after, and sometimes during hair create/edit sessions and I have never encountered this with G1.

    Anyway, at least you have a working methodology now so maybe you can preserve some of your own real hair and keep the blood pressure under control. :lol:

  • GoneGone Posts: 833
    edited December 1969

    jjglvz256 said:
    Has anyone shared any Garibaldi format hair yet what those of us who are beginners could download? There were a few examples on the official website but they don't seem to have added any more. (version 1.0)

    On the previous page, Kerya linked to a sharecg page where you can get a Wolverine style hair. Don't know what version it was made in.

    There is another Garibaldi download page that is linked to the beta forum page where there are a number of other presets available. These were all made with version 1.1 (available from the beta site). Among other things, there are 3 head, 3 eyebrow, 3 torso, a moustache, and short beard I made for G1.

    This past weekend, Joequick has the mole for G1 in the store and that has a Garibaldi hair preset as well but it requires the latest version 1.1 to use.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Yes not the core but it is a start of tracking it down.

    Ok the Birds and Genesis use the standard textures that come with it, Genesis it is M5 Philip so yes figure specific. What I did was to apply AOA SSS Shader Base, set up the channels and save as a Mat Preset...like I have done for many years with other shaders. Nothing special at all.

    Oh yeah I am happy I found away around it but I am still a little peeved that it is happening at all.

  • scorpioscorpio Posts: 8,533
    edited December 1969

    Stark I had something similar when I loaded in the 3DUniverse's cat and tried to use Garibaldi on it, always meant to go back to it but never got around to it.
    I just tried again and yes when in Garibaldi the Cat Noodles looks just like your above image weird.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Strange things afoot then. Thanks for reporting that scorpio

  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    I'm at a complete loss as to what could be causing that. I'll try to reproduce it and see if I can track down the cause.

  • SzarkSzark Posts: 10,634
    edited December 1969

    scorpio64dragon post seems to indicate that there is another issue here and possibly not related to the sss shader base. I still haven't had a reply form futurebisciut, not even an acknowledgement of my email.

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