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

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  • Oso3DOso3D Posts: 15,084

    I just shrug and set the compression each time, and rename the thing afterwards. I've had some really wacky names come out (like 'hips_geometry_0' when the hair was only on the face).

     

  • zaz777zaz777 Posts: 115

    I just shrug and set the compression each time, and rename the thing afterwards. I've had some really wacky names come out (like 'hips_geometry_0' when the hair was only on the face).

     

    Yeah, I've noticed that if I don't have the object to which the LAMH is attached selected, things like that happen.

    If nothing is selected in DS, an object is chosen apparently randomly or possibly the first added to the scene.  I bet you had the hips of one of your models selected while you were working on the facial hair and exported it.

    My compression setting is remembered from export to export, it just doesn't actually change the results of exporting.  I wouldn't mind if it worked, but I had to change it everytime as at least it'd be working, smiley.

  • RogerbeeRogerbee Posts: 4,460

    If I were you I'd wait till Kendall brings out the new version of LAMH which he says will work with Iray. Not sure when it will be, but, when there is something to know, we'll know.

    CHEERS!

  • By default the OBJ/Fiberhair files exported are in the "lookatmyhairAM/geometry"  folder.  The specific files are determined by the name(s) of the UV areas that either the densitymaps or geometry affected along with the Figure Name that was active when the preset was loaded/created.

    Keep in mind that all of this working is not because we knew anything about Iray coming to DS, but because we were looking to support many other rendering engines long before Iray "happened".

    Kendall

  • 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

    what I mean like you see with some hair styles where they shape and create patterns, angles in hair using razors kinda hard to xplain gues well for me to aticulate it right, is it possible to braid hair? and other styles of hair like mentioned if anyone has done some hair tutorials on creating different hair styles be great to see covering from basic hair styles to more complex ones 

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

    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

    what I mean like you see with some hair styles where they shape and create patterns, angles in hair using razors kinda hard to xplain gues well for me to aticulate it right, is it possible to braid hair? and other styles of hair like mentioned if anyone has done some hair tutorials on creating different hair styles be great to see covering from basic hair styles to more complex ones 

    It is possible to "create patterns" using the densitymaps.  As I said, in the 3D paint facility is the ability to use a bitmap brush to create patterns in or on hair presets.  For instance you can create a preset where the hair present create a pattern on an otherwise shaven head, or a preset where a shaved pattern exists within existing hair.

    Braids and dreads are possible, but infuriating to create using the current tools.

    EDIT:  I've attached a quick Iray render using the densitymaps feature I am describing.  Here I used a silouette of the LAMH icon to create a shaved area in the hair.  I rendered this in about 30secs on a very slow machine (EDIT2: slow, as in 1.3GHz i7 with 6GB RAM and built in nVidia 425M) just to illustrate.

    Kendall

    Render 2.jpg
    360 x 480 - 111K
    Post edited by Kendall Sears on
  • zaz777zaz777 Posts: 115
    edited November 2015

    By default the OBJ/Fiberhair files exported are in the "lookatmyhairAM/geometry"  folder.  The specific files are determined by the name(s) of the UV areas that either the densitymaps or geometry affected along with the Figure Name that was active when the preset was loaded/created.

    Then maybe the "geometry set name" text field should be changed to a label.

    It would be nice to be able to name the geometry at that point though, in case you're exporting with different parameters, like hair count or compression level.

    Keep in mind that all of this working is not because we knew anything about Iray coming to DS, but because we were looking to support many other rendering engines long before Iray "happened".

    Understood.  It is nice that it works as well as it does.  It just appears to me that there's a bug you might want to fix prior to another release.

    Post edited by zaz777 on
  • Kendall SearsKendall Sears Posts: 2,995
    edited November 2015
    zaz777 said:

    By default the OBJ/Fiberhair files exported are in the "lookatmyhairAM/geometry"  folder.  The specific files are determined by the name(s) of the UV areas that either the densitymaps or geometry affected along with the Figure Name that was active when the preset was loaded/created.

    Then maybe the "geometry set name" text field should be changed to a label.

    It would be nice to be able to name the geometry at that point though, in case you're exporting with different parameters, like hair count or compression level.

    Keep in mind that all of this working is not because we knew anything about Iray coming to DS, but because we were looking to support many other rendering engines long before Iray "happened".

    Understood.  It is nice that it works as well as it does.  It just appears to me that there's a bug you might want to fix prior to another release.

    There's been a ton of work done since the last release.  Including a large rewrite of the rendering features.  It is no longer necessary to export out FiberHair specifically for Iray as the direct support no longer needs it.  LAMH takes care of determining the rendering engine and adjusting accordingly.

    An example of direct LuxRender support is attached. (EDIT:  Again I let it render just long enough to show that the preset does render in the engine)

    Kendall

    test_luxus.jpg
    1000 x 1300 - 711K
    Post edited by Kendall Sears on
  • RogerbeeRogerbee Posts: 4,460

    It's all looking really good. Carry on and I'll be ready when it is.

    CHEERS!

  • SorelSorel Posts: 1,412

    Any chance I'll ever be able to render the fibers in octane without having to export? 

  • Sorel said:

    Any chance I'll ever be able to render the fibers in octane without having to export? 

    I'm currently experimenting with Cinema4D+Octane and I'm close to have LAMH exporting only the guides directly to C4D format so that they can be used natively, without any further export or elaboration. I'll probably do the same as the new Octane3 + OcDS3 will come out (the current OcDS2 seems not to working well from what I read).

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

    Any chance I'll ever be able to render the fibers in octane without having to export? 

    That depends on the OcDS plugin.  We've been in communication with the OcDS plugin developer for some time.

    Kendall

    Post edited by Kendall Sears on
  • SorelSorel Posts: 1,412

    Was just wondering.  The OcDS plugin now has FaceOff as the new developer, I dont know if y'all saw that or not. He is currently working to bringing the plugin up to date and has been quite communitive. 

  • Sorel said:

    Was just wondering.  The OcDS plugin now has FaceOff as the new developer, I dont know if y'all saw that or not. He is currently working to bringing the plugin up to date and has been quite communitive. 

    The "old" developer seems to have gone missing for some time now, not sure what happened exactly. But I'm in contact with most of the devs at otoy so I'm confident there will be possibilities to cooperate with them.

     

  • SorelSorel Posts: 1,412

    This is good to hear. I really want to use this more but it currently limits my scenes since hair obj takes up half my video card already.  

  • WendyLuvsCatzWendyLuvsCatz Posts: 39,996
    edited November 2015

    Interesting news, I never wasted my money updating the DS plugin from 1.2 even though that means having my 760 in my box with my 980ti as it does not work with the latter, though oddly  I can often fit scenes on the 760 in it iray cannot do as fast with the 980ti as iray seems to use a lot more memory, the fox for example took 5GB of my 6 on the 980ti but only 1.5GB of the 760 in OrDS1.2, same scene, before DS4.9 decided to kill the files that is!!!!

    I love the fact Carrara hair works in the Carrara plugin and if DS did the same with LAMH I would indeed shell out more, pity though even 3DL cannot sync with it though for animation.

    Post edited by WendyLuvsCatz on
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