Garibaldi Express: Hair and Fur Plugin [Commercial]

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Comments

  • GoneGone Posts: 833
    edited December 1969

    Hey, Pete - I think I may have tracked down the problem if you can check me on this.

    Long story short, it looks like DS is not writing the correct vert order when saving a scene with a .cr2 figure. Normally, you won't notice the issue but it becomes apparent when Garibaldi hair is used on the figure.

    Here's a quick rundown of a test I did:
    -loaded M4 and built hair.
    -saved hair as wearable preset.
    -saved scene and noticed there was a huge amount of "writing asset" messages before finally saving.
    -loaded scene and hair was borked.
    -deleted hair and loaded wearable - hair still borked.
    -loaded new M4 cr2 and loaded wearable to new M4. All is good.
    -started new scene and loaded M4 cr2.
    -saved M4 as scene subset. Again, huge amount of "writing asset" messages.
    - started new scene and loaded M4 subscene.
    - built hair on saved M4 and saved as wearable.
    -loaded new hair on M4 cr2. Hair borked.
    -loaded new hair on subscene saved M4. All is good.

    Unless I'm completely out to lunch here, I'm guessing that the vert order is being modified when a cr2 is saved as a duf.

    So, to wrap up, if you build hair on a cr2 figure, it will be borked when you save the scene but the wearable will still work correctly on a fresh copy of the cr2 figure. If you save the figure as a duf and then build hair, it will save properly with the scene but will not work on a cr2 copy of the figure.

    Did any of that make sense?

  • SzarkSzark Posts: 10,634
    edited December 1969

    All made sense. yes apart for Genesis never starts life as a CR2 but I will check this out tomorrow. Thanks gone

  • GoneGone Posts: 833
    edited December 1969

    About that - I recall, a couple of months ago, someone was having similar problems with Genesis not taking presets. He reinstalled the Genesis starter pack and that solved the problem.

    Any possibility this may work for you?

  • SzarkSzark Posts: 10,634
    edited December 1969

    Yeah Gone I did a few pages back. :)

  • GoneGone Posts: 833
    edited December 1969

    Curse my flaky memory.

    I forgot you already tried that.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Excuse me while I curse Gone's flaky memory.

    No problem and what I didn't mention is the Birds were a new DL from Ken and a new install.

  • GoneGone Posts: 833
    edited December 1969

    Huh??? What...?? :shakes head in confusion:

    Something about.....

    Errrrr.....

    :wanders off muttering to self:

  • SzarkSzark Posts: 10,634
    edited December 1969

    ROFLOL

    well you did ask to curse your flaky memory...not my fault I don't do rhetorical. :)

  • TSasha SmithTSasha Smith Posts: 27,233
    edited December 1969

    I got this and trying to figure out how to use it. Is there a manualsomewhere? Sorry if already been answered and I missed it somehow

  • GoneGone Posts: 833
    edited December 1969

    There is no manual for Garibaldi, but on his web page there are some instructions for different things as well as a link to a video. Most of the instructions are incomplete though.

    Basically, to start, use Create->Garibaldi hair. This will pop up a dialog with all the items i the scene. Select the item you want to make hair on.

    Now use Edit->Garibaldi Hair. This will open the Garibaldi editor. Use the tabs from left to right.

    - Select the surfaces you want to grow hair on.
    - Paint the area of the selected surfaces where the hair will be. Use the slider to select the shade of grey you want to use. White for full coverage, black is the eraser and any value in between will generate a percentage of full coverage.
    - Distribution amount is number of hairs to generate per square centimeter for full coverage. You also select base and tip colour here.
    - Style gives you the comb and various tools to style the hair.
    - Clump and tweak let you enhance the look of the hair.

    There are all sorts of options in each of the tabs so play around and see what they do. And, yes, distribution and texture maps can be made in paint programs and imported - but let's start with baby steps. :-)

  • TSasha SmithTSasha Smith Posts: 27,233
    edited December 1969

    I figured out the major problem is that I thought the sixty four bit would install into the sixty four bit version of DS but it installed into the 32 bit version instead. Once I installed it into the right version I could find it.

  • GoneGone Posts: 833
    edited December 1969

    Got bored.

    Figured it was about time I did the sabertooth.

    Sabertooth1.jpg
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  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    Good job, Gone!

  • oomuoomu Posts: 175
    edited December 1969

    Hello


    I did this with Garibaldi (for the body fur)
    http://yupasama.deviantart.com/art/Lapin-dans-un-village-de-provence-450413818
    I added some rim light to put glow on the fur like a low sun would do

    But I would like to recreate the "golden light" effect, behind a subject like in that example: https://www.flickr.com/photos/7196743@N06/3225110078/

    Could you give me some advices about how you will approach that in daz and garibaldi ?
    I’m still lost with the surfaces parameters of the garibaldi nodes or advanced lights

    (by the way, the feature to import map textures in garibaldi editor is very convenient.)


    Thanks for all the explanation on that thread.

  • GoneGone Posts: 833
    edited December 1969

    Simple primer for the hair shader.

    For the vast majority of your work, there are 4 sections that you will normally look to modify.
    Primary specular (R)
    Secondary specular (TRT)
    Transmission (TT)
    Correct Gamma switch in the Advanced section

    Within the first 3 sections, you will normally be interested in the top 3 controls.
    Intensity
    Colour
    Colour blend

    A simple way to think of these 3 sections is: R = Highlight, TRT = General Shine, TT = Translucency.

    The Intensity slider does what you would expect - it determines how strongly the effect is applied.

    Colour is blended with the base/tip colour you set in the editor. If you use green in the R colour, for example, the hair will render with a green tint in the highlight.

    The Colour Blend slider determines how strongly the colour you set here is blended with the base/tip colour. A value of 0 means that the colour in the shader is used 100% with no blending of the base/tip colour. A value of 1 means the colour is not used at all . Any value in between should be self evident. :)

    If you want to create a back lit halo, then you need to use the TT section. You will notice that the intensity defaults to 0. This is because any other value will affect the render time and will not even be noticed except in strong back/rim lighting like you would use for the halo effect. You may also want to adjust the Opacity in the General section. The default is 1 which means the hair is solid. Lowering the opacity will make the hair more transparent but will also impact render time. It will probably take a lot of fiddling to strike the right balance to get the look you want for the lighting you use. For most renders, you won’t need to change these settings.

    The Correct Gamma switch is used in conjunction with the Gamma Correction switch in the render settings. If you have Gamma Correction off in the render settings, then it will need to be off in the shader. Off is the default setting in both the render settings and the shader. If you turn Gamma Correction on in the render settings, you will need to turn it on in the shader or the hair will render too bright.

    Obviously, changing the values on other controls will impact the look of the hair - and render time - but the default values will serve most of your needs so don't need adjusting. However, you should always experiment to see what happens - that's part of the fun. :)

    So, that’s the quick and dirty on the shader settings.

  • oomuoomu Posts: 175
    edited December 1969

    thanks a lot

    I did change the opacity setting in the render I linked. I used 0.66, it helped to create a small halo.

    I will experiment with intensity and stuff, thanks

  • GoneGone Posts: 833
    edited December 1969

    An unusual meeting.

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

    LOL!
    Nice posing!

  • SimonWMSimonWM Posts: 924
    edited May 2014

    How can I avoid flyby hairs. They don't show in the Garibaldi window or in the DS viewport, only at render. Plus there are some errand strands in the Garibaldi viewport I cannot select either.

    Image removed for nudity. Please review this thread. http://www.daz3d.com/forums/discussion/3279_98/

    Garibaldi1.jpg
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    Post edited by frank0314 on
  • GoneGone Posts: 833
    edited December 1969

    Sorry, didn't see this message earlier.

    It looks like there are a couple of things going on here.

    First, any time you part the hair, you need to set the autopart slider to "pat down" the puffy hair on top. Since you have a very long style, this is causing the errant hairs falling in the front of the figure. The default autopart setting is 180, you will want something around 100 - but play with this to see if there is a better setting for you.

    Another setting that will help tame hair is the interpolation setting. The default is smooth, if you change it to linear then the hair will follow the guides more aggressively.

    You can also turn on "show hair" to see a good approximation of what the hair is doing before you exit Garibaldi. This can help track down which guide hairs are controlling some of the other fly aways. Remember, hair is generated at render time so you can't affect it - you can only affect the guide hairs that are used to generate the rendered hair.

    Second, it's hard to tell from the images, but you need to see if there are guides intersecting the skull. This can cause some odd behaviour at render time if a guide hair is partially passing through the skull. Generated hair is created in all directions around the guide. If the guide is too close to the skull, then hair will generate inside the head. Most of the time, this is not an issue but some longer styles may cause hair to generate so that it appears to come from nowhere and exit the skull in odd places.

    You also need to look for kinks in the guides. If you don't pull the comb through the full length, then kinks can develop. This is usually what causes weird hairs like the strange fly away in the clump image. Applying clump will only magnify the problem.

    Long hair styles can be a real pain because even small issues that you can't see in shorter styles become magnified. I've often found that it is a lot less aggravating to make long styles with multiple nodes just to avoid the autopart. When you have all the hair in the node going in the same direction, there are fewer issues that need to be dealt with - hence, multiple nodes.

    Of course, multiple nodes have their own set of problems - but they are usually easier to deal with. :-)

  • SimonWMSimonWM Posts: 924
    edited December 1969

    Thank you Gone, I wish I could borrow your brain when working with Garibaldi your pointers really minimized the hair going crazy in front of her head. Now my problems are that in the crown it looks a bit bald and in renders the hair looks too bright, as if it was illuminated. Its blonde hair but the light looks too intense in the hair. I'm using uberenvironment lights.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Simon take a look at the site in the Help section on Material (shader) settings. It was really helpful to me to understand the main parts (as that is all that is covered at present). It helped me with overly bright hair.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Gone said:
    An unusual meeting.
    " Are you a mole that lives in a hole"

    Cool render Gone.

  • GoneGone Posts: 833
    edited December 1969

    At the bottom of page 63, I have a quick rundown on the hair shader. You can adjust the intensity there to turn down the brightness.

    Here are some screen caps and quick render of a badly combed long hair I made a few months ago. This one was made with a single node so behaves somewhat like the one you are working on.

    You can see how I pulled the roots up and have all the guides away from the head to deal with the bald spot.

    LongHairGaribaldiScreencap.jpg
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    LongHairScreencap.jpg
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    LongHairDemo.jpg
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  • GoneGone Posts: 833
    edited December 1969

    Croodly inspired.

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

    Aaaaw! Cute!

  • SzarkSzark Posts: 10,634
    edited December 1969

    Well for the record I have had no reply to two emails sent to Futurebiscuit so I am ditching Garibaldi in favour of LAMH. At least they can be contacted in a problem arises.

  • SimonWMSimonWM Posts: 924
    edited May 2014

    Gone said:
    At the bottom of page 63, I have a quick rundown on the hair shader. You can adjust the intensity there to turn down the brightness.

    Here are some screen caps and quick render of a badly combed long hair I made a few months ago. This one was made with a single node so behaves somewhat like the one you are working on.

    You can see how I pulled the roots up and have all the guides away from the head to deal with the bald spot.

    Thank you, Gone. I solved the bald spot by tweaking some of my settings. I struggled with the lights and the shader to get the hair to look realistic, not too happy with my final results, I will have to get back to it eventually and try to understand how to control it better. I find out that is easier to change the hair color in a texture than to go and change the color in the two color pickers of Garibaldi.

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

    @Kerya - Thanks.

    @Szark - Sorry to see you go.

    @SimonWM - I've found that I get better results picking the base/tip colour from near the middle or bottom of the colour picker. eg If you select yellow from the picker, then move the vertical slider to the middle or near the bottom.

    Alternately, you can make significant changes to the colour by adjusting the TRT blend values.

  • SimonWMSimonWM Posts: 924
    edited May 2014

    Gone said:
    @Kerya - Thanks.

    @Szark - Sorry to see you go.

    @SimonWM - I've found that I get better results picking the base/tip colour from near the middle or bottom of the colour picker. eg If you select yellow from the picker, then move the vertical slider to the middle or near the bottom.

    Alternately, you can make significant changes to the colour by adjusting the TRT blend values.

    I tried to make red hair by changing the two color inputs. The hair looked unrealistic and got a lot of white pixels when rendered with uberenvironment lights. Then I checked one of the examples from Futurebisquit where he has a red hair and noticed he leaves the inputs alone with their default blonde colors and instead uses a texture to change it to a reddish so I did that instead and it worked much better.

    What kind of lights work better for you when setting up a render with Garibaldi? Settings to minimize white pixels? To make hair look less flat? See attached.

    Untitled-1.jpg
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    Post edited by SimonWM on
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