Questions about Garibaldi

RobertDyRobertDy Posts: 272
edited March 2017 in New Users

EDIT - seems garibaldi is inactive so I guess the topic's closed :(

 

Hi, I have thoughts of buying Garibaldi for some hair renders. I'm generally very unfamiliar with the software and would be grateful if those with experience using it could help me out.

1) is it compatible with DAZ 4.9? The website says it's built for 4.5

2) does it work with V4? The materials listed say they are for Genesis with no mention of V4 

3) does it allow modeling of tufts of hair? Like say you have a tuft or clump on your hand (after ripping hair out or something)

4) it seems to allow frizz modeling but is it possible to make individual strands stand out from the general clump? (Like on bad hair days the hair's in a mess with a few fine strands shooting out here and there)

5) after creating a hair, does it morph the same way as purchased hairs? (Going to 'neck' and finding all the movement and adjustment morphs there)

6) how long does rendering with 3Delight take? I saw someone write 10 hours..which is really too long. 

7) apart from the software itself are there other materials that need to be purchased to model the hair?

Thanks!

Post edited by RobertDy on

Comments

  • ChoholeChohole Posts: 33,604

    It is inactive at the moment because Sales dept have run out of key codes, and are witing for the vendor to send them some more.

  • brainmuffinbrainmuffin Posts: 1,270

    I bought this product years ago and I can't answer these questions. I feel so inadequate.

  • GoneGone Posts: 833

    From the way you asked the questions, it sounds like you are talking about modelled prop hair. Garibaldi is a completely different beast in that it uses specialized 3dl code to generate strand hair at render time.

    But to answer your questions:

    1. I use it in 4.8 and, since the SDK hasn't been changed, there's no reason to believe it won't work just fine in 4.9.

    2. The hair is created by painting density maps on the object you want. It can be V4, a wall, clothes... as long as there is a mesh with UV maps you can make hair for it. However, hair made on a V4 mesh will only work on V4 and its morphs. It can't be used on M4, Genesis, or any other figure. You can always make the hair on a generic scalp cap and then fit the cap to any figure - but that may be more work than its worth.

    3. As mentioned, you need to grow the hair on something. In this case, I would do it on a plane primitive and then set the plane to render invisible. The hair will render withour the plane.

    4. There are a variety of ways to do this depending on what you want the final to look like. In this case, it would probably be best to create 2 nodes - one for the main hair and one for the fly away hairs.

    5.  You're talking about rigging and it doesn't apply to strand hair. The typical work flow would be to pose the character and then comb the hair into the position you desire.

    6. That 10 hours was likely for the whole scene - not just the hair. Under default or UE lights, the hair won't take any longer to render that typical multi-layer mesh hair with transparencies. With AoA lights, there is a Garibaldi flag that can be used to render the hair about 4 times faster.

    7. That's up to you. If you are going to use the hair natively in 3dl, then nothing else is needed.

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