FYI: LAMH FiberHair works in Iray (EDIT: and Luxus)

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  • Oso3DOso3D Posts: 15,116

    Just as an example of 'workflow':

    Apply preset. Make sure the figure didn't revert to Base resolution (it usually does, I change it back to High). Up the hair count to where I want it. Open LAMH pane, click export to fiberhair and then ok, wait a bit, convert the hair to Iray, and pretty much done.

     

  • TheKDTheKD Posts: 2,711

    One Final question, does the LAMH free player allow Fibremesh hair creation, or is that option only in the Full LAMH Hair Studio.??

    Cheers,

    S.K.

     

    Hair creation is a full version feature only.  The player can output a raw obj from a preset only.

    Kendall

    Ah that looks cool, reminds me of bullet physics a bit the way it behaves.

  • Oso3DOso3D Posts: 15,116

    Hmm. LAMH question... converting with Fiberhair, the hair keeps coming out angular and jagged, even at compression 1. Is there a way around this without SubD?

     

  • You can use the "Smoothing" modifier in DS.  Keep in mind that the number of control points will determine the "smoothness" of a piece of geometry.  LAMH can use mathematics to make the Renderman Curves smooth, with raw geometry we're stuck with the limitations of the underlying preset.   Part of what makes SubD "smooth out" the hairs is the extreme number of new polygons that can be used to interpolate the curves.

    Kendall

  • TheKD said:

    One Final question, does the LAMH free player allow Fibremesh hair creation, or is that option only in the Full LAMH Hair Studio.??

    Cheers,

    S.K.

     

    Hair creation is a full version feature only.  The player can output a raw obj from a preset only.

    Kendall

    Ah that looks cool, reminds me of bullet physics a bit the way it behaves.

    No bullet physics used.  :-)

    Kendall

  • Oso3DOso3D Posts: 15,116

    I used 25, which I thought would be enough... heh...

     

  • How extreme are the curves that you are trying to create?

  • Oso3DOso3D Posts: 15,116

    I'll try to get a test shot up. It should be cool... ;)

     

  • If you're trying to use the Curl tool then you'll need lots of control points.  That tool was designed for curves and not geometry.  The more curls you make the more length and control points will be necessary with geometry.

  • Oso3DOso3D Posts: 15,116
    edited November 2015

    Ok, I've simplified this for test purposes, but... this is Compression 5 with Smoothing 10. The # of points was 25.

    I've tried various compression and smoothing levels, and... it looks like jagged wire. The only time I've managed to smooth out those curls is with subd, which absolutely chokes on this. I could try fewer hair numbers or something, but I'm not thrilled about that.

    Edit :Wait, I don't think the smoothing actually engaged... wth...

     

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    Post edited by Oso3D on
  • Kendall SearsKendall Sears Posts: 2,995
    edited November 2015

    What tools did you use on it?  With the number of waves in the hair I'd say that you'd want at least 45 and as many as 60 CP depending on whether you used the curl tool.  Also, for a style like this, start with shorter hairs, and stretch the hairs so that the number of control points close to the scalp are fewer than those closer to the tip.  You'll need fewer direction changes toward the scalp than toward the tips with this style type.

    EDIT:  Try using the SMOOTHING brush in LAMH to try to remove the kinks.  And remember that the intensity setting for the styling tools is your friend.  Lower the intensity while styling to minimize kinking.

    Post edited by Kendall Sears on
  • Oso3DOso3D Posts: 15,116

    60? Ok, good to know. As for stretching... again, I will have to practice that, because I find the tools excrutiating to use and prefer to try to procedurally generate effects as much as possible. ;)

    I'll give it a shot with more CPs and less curl.

     

  • Again, turn down the intensity on the styling brush and you'll find that the tools are much more forgiving.

  • Oso3DOso3D Posts: 15,116

    Argh. Struggling to get some sort of billowing effect... anyway, this is what I have so far.

    One reason I avoid using tools is I find a lot of them end up crashing, and I lose progress. (The lasso, in particular, seems to often crash things) Procedural approach means I'm much more able to recreate stuff as long as I remember vaguely how I did it the last time, and I don't have to rely so much on drawinglike ability.

    This still came out a little jagged at the hairline. I'll try to do the stretching you recommend and smoothing, but among other things I have to reread docs to see if I can figure out how to select specific areas or something (I've never figured out how to select just part of the hair to work with, and it becomes a clumsy game of trying to rotate the view so I'm not accidentally hitting stuff behind it)

     

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  • has anyone done any hair style tutorials starting from basic styles up to more complex hair styles. Any plans to add new cutting and styling tools such as a razor tool 

  • mjc1016mjc1016 Posts: 15,001
    Zbrush and houdini... no. I have written routines to read and write blender cyHairs. I don't know if I'm going to include them or not. Kendall

    Please do...because it wouldn't it be possible to do effects in Blender...gravity/wind/etc and then convert to LAMH, if it will read cyHairs...

  • Oso3DOso3D Posts: 15,116

    Tip 1: save often. And back up files.

     

  • has anyone done any hair style tutorials starting from basic styles up to more complex hair styles. Any plans to add new cutting and styling tools such as a razor tool 

    If by razor tool you mean making some area's bald, then you can use density maps, and we even have a tool there that allows you to stamp patterns/brushes into the maps to simulate the style where numbers or logos are shaven into the hairs.

    Kendall

  • OK my saved fur is gone, DAZ studio replaced it with cubes

  • OK my saved fur is gone, DAZ studio replaced it with cubes

    Cubes?  How was the fur generated and saved?  Was it an Obj, FIberHair, or Renderman preset?  The only way that I could think of that DS would generate cubes would be that the DS generated geometry in the "data" folder is not visible somehow.

    Kendall

  • http://www.daz3d.com/forums/discussion/comment/952424/#Comment_952424

    see this Thread Kendall

    it is not LAMH that is the issue it is DS4.9 and my refusal to use Postgre and the new DRM etc

    my saved support assets do not seem stable in that build

    I am going to have to stubbornly use 4.7 still as I usually do, as not the only time the later betas have screwed me, using geometry editor and other tools have been an issue too saving stuff from later builds

    I also need obj and texture maps saved before creating assets I decided as too many are temp files

     

  • http://www.daz3d.com/forums/discussion/comment/952424/#Comment_952424

    see this Thread Kendall

    it is not LAMH that is the issue it is DS4.9 and my refusal to use Postgre and the new DRM etc

    my saved support assets do not seem stable in that build

    I am going to have to stubbornly use 4.7 still as I usually do, as not the only time the later betas have screwed me, using geometry editor and other tools have been an issue too saving stuff from later builds

    I also need obj and texture maps saved before creating assets I decided as too many are temp files

     

    Hmmm.  That sucks.  I am looking into a way to allow for the regeneration of FiberHair if it gets lost after save/loading like this.  There's nothing I can do for the type of rigging that you're doing.  Just for general safety, it is a good Idea to save a renderman curves version of the preset/scene "just in case"

    Kendall

  • I think my issue is from using DS4.7 and DS4.9Beta and some unshared data files

    once I successfully rendered the fox in 4.7 using Octane is when the files vanished and cubes appeared in 4.9

  • jestmartjestmart Posts: 4,449

    The latest beta doesn't seem to be reading the auto-adapted files that get created from Auto-Fit.  I am getting the same stand-in cubes on old and new scenes.

  • SimonJMSimonJM Posts: 6,100

    Got an issue with multiple (in my case it was 3) 'LAMH figures' in a scene and converting to Fibre.  Not pursued it (but will do so), and from memory it seemed to try and convert all three LAMH figures, and ended up with just one with fibrehair at the end, the other two jhad lost their LAMH hair.  I have a feeling it included the skydome in the LAMH object too ... ;)  Trrying to 'cheat' and do it one figure at a time caused DS to crash (in the lamh module) - again, I will re-try and get full details.

  • Oso3DOso3D Posts: 15,116

    I've had some problems with that, myself.

    What has worked better is having a file with no LAMH in it, apply a preset to one, convert to fiberhair, drag out the resulting obj, rename it, delete the LAMH, save as a second 'withhair' copy and close. Then repeat for each LAMH for the WITHHAIR copy.

    Since I've also had problems with occasional file corruption when using LAMH.

     

  • Kendall SearsKendall Sears Posts: 2,995
    edited November 2015
    SimonJM said:

    Got an issue with multiple (in my case it was 3) 'LAMH figures' in a scene and converting to Fibre.  Not pursued it (but will do so), and from memory it seemed to try and convert all three LAMH figures, and ended up with just one with fibrehair at the end, the other two jhad lost their LAMH hair.  I have a feeling it included the skydome in the LAMH object too ... ;)  Trrying to 'cheat' and do it one figure at a time caused DS to crash (in the lamh module) - again, I will re-try and get full details.

    Multiple LAMH figures is supported.  However, there is a known conflict with specific skydomes/environments.  The "easy environments" are a known issue.  To work around this, just add a blank NULL after the LAMH figure(s) or make sure that the environment is there before you place any LAMH presets in the scene.  There is a mis-feature in the script for some of the environments that misreads the LAMH group contents and creates all kinds of havoc (there was a thread in the old forums about it).

    As for the fiberhair creating trying to create all 3 at once, that's a new one on me.  The fiberhair export should only be be active for the figure shown in the LAMH viewport.

    Kendall

    Post edited by Kendall Sears on
  • SimonJMSimonJM Posts: 6,100
    SimonJM said:

    Got an issue with multiple (in my case it was 3) 'LAMH figures' in a scene and converting to Fibre.  Not pursued it (but will do so), and from memory it seemed to try and convert all three LAMH figures, and ended up with just one with fibrehair at the end, the other two jhad lost their LAMH hair.  I have a feeling it included the skydome in the LAMH object too ... ;)  Trrying to 'cheat' and do it one figure at a time caused DS to crash (in the lamh module) - again, I will re-try and get full details.

    Multiple LAMH figures is supported.  However, there is a known conflict with specific skydomes/environments.  The "easy environments" are a known issue.  To work around this, just add a blank NULL after the LAMH figure(s) or make sure that the environment is there before you place any LAMH presets in the scene.  There is a mis-feature in the script for some of the environments that misreads the LAMH group contents and creates all kinds of havoc (there was a thread in the old forums about it).

    As for the fiberhair creating trying to create all 3 at once, that's a new one on me.  The fiberhair export should only be be active for the figure shown in the LAMH viewport.

    Kendall

    It might have only created the fiberhair for one, but it did ditch the LAMH hair (or at least appeared to in the viewport) of the other 2.  I'll see if I can re-create the issue and document it.

  • zaz777zaz777 Posts: 115

    Do the settings in the Fiber Hair export window actually work for anyone under Win7 64 bit ?

    Changing the geometry set name, checking or unchecking the load in studio checkbox have no affect on results of exporting.  The exported geometry hair is always loaded in DS, regardless of the "load in studio" check box state.  The geometry is always exported and imported as HAIROBJECTNAME_N regardless of the text entered into the "geometry set name" field.  The geometry always contains the same number of vertices and polygons, regardless of the "polygon compression" field contents.

    The geometry set name is forgetten from one export to the other.  The load in studio and compression settings are remembered from one export to another, even though neither change the behavior of the export.

    I see the same behavior in 4.8-64, 4.8-32 and 4.9-64 on my desktop (16G i5-3570K, w7-64 Pro) and in 4.7-64 on my laptop (6G i5-2430M, w7-64 Home Premium).

    LAMH's log file always says "exporting FiberHair with polygon compression angle: 5" regardless of the "polygon compression" setting.  At that high of compression, any longish hair I've tried looks very bad.

    Exporting as OBJ, I'm getting decent results, but the files are larger than I'd like to be dealing with.  I've decimated some of the OBJs in blender with good results, but it'd be better if the Fiber Hair export actually honored the polygon compression setting in its dialog box.

  • barbultbarbult Posts: 27,501

    Changing the geometry set name does NOT work for me either. I did get a different looking result after changing compression from 5 to 1. but I didn't look at the log to see what it said.

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