Garibaldi Express: Hair and Fur Plugin [Commercial]

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Comments

  • edited December 1969

    Gone said:
    Soooo.... something like this perhaps?

    Hey those pictures are cool. Of course not perfect but the right direction. So I think I will try out the plugin.

  • GoneGone Posts: 833
    edited December 1969

    Well, to be fair, they weren't supposed to be perfect. :)

    I only spent about 5 minutes per image to give you some idea of what can be done. Of course, if you've never used the plugin before then there is going to be a learning curve - but if these look like the sort of thing you're after, then, at least you know it can be done.

    Good luck with your project.

  • edited December 1969

    Gone said:
    Well, to be fair, they weren't supposed to be perfect. :)
    I only spent about 5 minutes per image to give you some idea of what can be done.

    Hi Gone,

    I hope I didn't attack you! The statement "not perfect" wasn't meant as disrespect but as a mental marker for me about where I have to do work. I do honour you about the time you spend to create those renders for me!

    Kind Regards

  • GoneGone Posts: 833
    edited December 1969

    No worries. I didn't feel attacked.

    As I mentioned, these were just quickies to give you a visual on what was possible. It's always easier to decide if this is what you need if you can see something that looks like what you are after.

    Like all tools, however, it will take time to learn how it works so don't expect to crank out perfection with a couple of mouse clicks.

    It's a fun tool to play with but it isn't premade hair with some sliders to tweak movement. Also, keep in mind that the hair only works in DS. It is possible to export it as an object to be used in other render engines - but that's a whole other kettle of fish. :)

  • MattymanxMattymanx Posts: 6,996
    edited December 1969

    I am curious to know how GH handles in the latest versions of DAZ Studio.

    Also, I am very curious to know if Futurebiscuit is still around and if he is still developing the plugin further. I am interested in getting this but I am cautious to do so if he has gone away or quit developing GH any further.


    Thank you.

  • MacSaversMacSavers Posts: 324
    edited December 1969

    I'm using the latest Daz Studio with the latest Mac OS (10.9). I was playing with GE without any issues.

  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    I can confirm Garibaldi is running fine on latest version of Daz. Ive not tried on Daz Beta's, but am certainly using it fine on current Release Candidate of DS. Last I heard FutureBiscuit was working on the next build for an update. Its currently at build 19, owners of GH plug in can get it from http://www.garibaldiexpress.com/forum Though it has been quiet since early October.

  • MattymanxMattymanx Posts: 6,996
    edited December 1969

    Thank you both for the reply.

    Its good to know that the plugin works just fine in the latest release. Beta DS is not a concern as it is beta.

  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    I do love Garibaldi, and use all the time on my characters, its a great plugin for Daz imo

    I do hope we see more of FutureBiscuit in the near future.

  • GoneGone Posts: 833
    edited December 1969

    Like all plugins, Garibaldi will continue to work unless DAZ changes the SDK - which has remained stable for the past several releases.

    A word of caution - Garibaldi is designed to work with the Renderman render engine, the DS default renderer. If you wish to use a different render engine (like luxrender) then the hair will not render.

    Garibaldi does have an object export feature but it is unsupported and you are on your own as far as shaders are concerned.

    As long as you plan to keep your work within DS then Garibaldi is a great product. I've stopped using other renderers because of it (and AoAs advanced lights have only made it that much easier to not miss the other render engines).

    If your workflow requires a different render engine, then, unless you want to learn how to turn Garibaldi hair into a version of fibermesh hair, you are better off looking for something else.

  • MattymanxMattymanx Posts: 6,996
    edited December 1969

    Gone, you hit the nail on the head as to why I want to use it, AoA lights and staying within DS.

    Btw, GH will save the hair within a saved scene correct?

  • SpyroRueSpyroRue Posts: 5,020
    edited November 2013

    I save scenes all the time with Garibaldi hair :) You can also fit the hair created to another character using the same UV. (As long as that character is the same figure as what it was created on, ie genesis 1) It will conform and follow when the character is morphed and posed after hair creation also.

    Like all great software, It takes a bit to learn, one can spend a long time creating what they want, but the results can be superb.

    Post edited by SpyroRue on
  • MattymanxMattymanx Posts: 6,996
    edited December 1969

    Good to know Spyro. Thank you. I am more then likely going to wait until christmas to grab this.

    Is there a list of required or recommened updates or addons for GH that I should be aware of? I like to get everything up to date at once if I can.


    Thank you.

  • GoneGone Posts: 833
    edited December 1969

    As Spyro said, the hair is automatically saved as part of the scene - just like any other asset in the scene. You can also save the hair as a separate wearable preset that can be applied to any character built from the same base.

    My figure of choice is Genesis 1. I always build any new hair on the default "T" posed grey base and then save as a wearable preset. Later, I can load the preset to any custom dialed Genesis character and all I have to do is comb the hair to suit the pose. With short hair, there is no combing involved - just load and go. :)

    By the way, you can load as many copies of the hair preset to as many characters as your computer can handle without any problems. As with any other asset loaded in a scene, the hair will be incremeted (eg Garibaldi Hair, Garibaldi Hair(2), etc) and DS has no problem remembering which hair belongs to which character. Even if you change the name of the character after the hair is applied or change the name of the hair it will always remember which hair belongs to which character.

  • GoneGone Posts: 833
    edited December 1969

    Mattymanx said:
    Good to know Spyro. Thank you. I am more then likely going to wait until christmas to grab this.

    Is there a list of required or recommened updates or addons for GH that I should be aware of? I like to get everything up to date at once if I can.


    Thank you.

    The product in the store is version 1. You will want to go to the beta site mentioned earlier to get the latest build 19.

    If you like, you can go there now and download the free hair player and the hair samples/presets available there. This will give you a taste of what can be done with this product. Any of the samples/presets can be saved and loaded to your own scenes and the player will allow you to comb the hair to suit the pose. You will also be able to modify the shader to see how that affects the hair.

    Once you buy the full version, it will overwrite the free palyer.

  • MattymanxMattymanx Posts: 6,996
    edited November 2013

    I just tried accessing the forums and it wont let me since I dont have a copy of GH (states my emails does not match any registered GH owners)

    So I will just have to wait.


    Thank you anyways for the suggestion.

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

    Well, that's kind of sucky.

    You would think the player would be accessible to anyone. After all, if you have the full version why would you want the player?

  • smoke14smoke14 Posts: 267
    edited December 1969

    Was trying to use this today but am having issues. After I create new Garibaldi Hair nothing happens other than Garibaldi Hair being listed in the Scene pane. Shouldn't a window open in order to create/edit the hair. I am completely lost as to why this is not working. I did update it to the release candidate 1.1 to see if that would help but still getting no new window.

  • KinichKinich Posts: 924
    edited December 1969

    smoke14 said:
    Was trying to use this today but am having issues. After I create new Garibaldi Hair nothing happens other than Garibaldi Hair being listed in the Scene pane. Shouldn't a window open in order to create/edit the hair. I am completely lost as to why this is not working. I did update it to the release candidate 1.1 to see if that would help but still getting no new window.

    After creating the Garibaldi hair as above select the hair entry in the scene tab then go to the Edit menu and click on the 'Edit Garibaldi Hair' entry (bottom of the drop down list on my system) to launch the editor and away you go.

  • smoke14smoke14 Posts: 267
    edited December 1969

    Thanks, Kinich!! That's the ticket!! I was pretty sure that I was forgetting something. It's been a while since I played with the plugin & forgot about the Edit drop down. Your help is very much appreciated.

  • SloshSlosh Posts: 2,391
    edited December 1969

    Glad to see I'm not the only one looking into this recently. I was trying to decide between Garibaldi and the other one, and I decided that Garibaldi looks to have more options and the renders I have seen are far superior. Unfortunately, when going to watch the videos, only one remains active and the others are crossed out. A second, shorter video is on YouTube as well. More samples were promised back in March, but it seems they have not come. Lastly, the narrator of the videos seems very unhappy and unenthusiastic about the product. So I began to wonder if this was still an active project. I do not like to sound negative, but if I plan to spend $50 on something, I would expect the creator to attempt to make it sound exciting. I actually left the videos feeling a bit down about it. Does anyone know of other videos describing and demonstrating the product, and where can I see some sample renders? I already read through both of the extremely long threads in the forum (including this one) and saw some fine examples, especially by Gone and Spyro.

  • araneldonaraneldon Posts: 712
    edited December 1969

    Also I wonder why there are so few products using these hair plugins?

  • KeryaKerya Posts: 10,943
    edited December 1969

    I can only tell you why I prefer Garibaldi: there is no extra activation at an external server (Alessandro's LAMH does that)...
    Alessandro and Kendall are more vocal and have vocal support bei belovedalia - but on the other hand there are promises of updates that take quite a long time to show up.

    Some Garibaldi hairs
    http://www.daz3d.com/forums/discussion/23100/P405/#378387
    http://www.daz3d.com/forums/discussion/23100/P405/#379030
    http://www.daz3d.com/forums/discussion/23099/#343567

  • KeryaKerya Posts: 10,943
    edited December 1969

    araneldon said:
    Also I wonder why there are so few products using these hair plugins?

    Reasons:
    Neither is a one-click solution, that is why there always will be hr2 and cr2 hair.
    Second: buyers will need to install the plugin too.
    The free player for LAMH is relatively new and there is no official free player for Garibaldi ...

  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    The other thing to note is the hair plugins are curve based and dependent on 3Delight. Although both have OBJ export its often too strenuous on average computers as OBJ mesh form. The artists who sell trans-mapped hair are able to cater for all sorts of render engine plug ins as well as other 3d software. Think Lux, Reality, Poser, Carrara, Bryce etc.

    For me, Garibaldi caters for everything hair I need, all my characters now use Garibaldi for Head hair, Eye brows and eyelashes, Ive done body hair, facial hair and even creature whiskers, some have gone all the way furring creatures too. I had a bugger of a time finding suitable Trans hair for my characters, I even sent around some requests and nothing came of it, and eyebrows were likewise very difficult. Garibaldi is what I'm used to, AoA has made it all the more practical to use in renders and it will be a long time before I move to something else.

    Also many thanks Slosh, too kind :)

    That said, I do hope to see FutureBiscuit around more, things have gone quiet, but he is only one man after all

  • GoneGone Posts: 833
    edited December 1969

    I would also like to thank Slosh for the kind word and echo Spyro's comments.

    A number of months ago, I noted that Futurebiscuit is a VFX programmer in RL (you can look him up online) and has a rather impressive resume in that regard. Lets face it, DS plugins can only cater to a very tiny market and most certainly can't pay the bills on its own.

    As Spyro noted, he's only one person and if he has a RL project that pays the bills he isn't going to have much time for Garibaldi. That doen't mean its abandoned - just that it may take longer than expected between updates. As Kerya also noted, the Garibaldi commnity isn't exactly a vociferous one. This thread gets a ton of views every time there is a post but very little actual conversation.

    Let's consider what he has attempted to do here ---- write a plugin, write tutorials, make tutorial videos, maintain a web page. That's an aweful lot of effort for something that won't even pay the bills on its own.

    As for how he sounds on the video, not everyone is a voice actor. It doen't matter how excited I may be about a project - every time I've tried to do a video --- especially a training video --- I sound like a block of wood! Which is why I don't make videos or even audios. :)

  • MattymanxMattymanx Posts: 6,996
    edited November 2013

    I noticed his online resume (sorta) the other day and was quite impressed. I hope he is able to come back and make this what he wants it to be but i can understand if he cannot find or make the time.


    Gone, you said you did body hair and eye lashes, do you have any tips on that? Its one thing I plan on looking into when I get GH next month.


    Thank you

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

    You may be thinking of Spyro - he’s the one who mentioned eye lashes. I still haven’t been able to make an eye lash I like - eye brow, yes; eye lash, not so much. I have done a number of body hairs, though. Back on page 34 I posted an image with 3 different chest hair styles.

    What was interesting about that image was that all the styles were contained in a single hair prop. I have one hair prop called Torso Hair that I can load to any of my G1 characters. Open the hair in Garibaldi edit, select the distribution map I want, then close and render the style I chose. I’ve also made a series of colour MAT’s so I can quickly change the hair colour in the shader without having to open Garibaldi and change the base/tip colours.

    As for tips, I’m not sure what can be said that would make any sense unless you are familiar with the Garibaldi interface. So bear with me while I give a crash course in some of the Garibaldi features.

    All hair is controlled by grey scale distribution maps and the distribution amount. The maps can be painted on the model in the paint panel (which is why I always create hair in the default “T” pose) or made in a paint program using the models texture template. Full white will give you 100% of the distribution amount, half grey will give you 50% of the distribution amount and so on. The value you specify for the distribution amount is the number of hairs generated per square centimetre.

    Clear as mud so far? Good - moving on then. :)

    First, you need to consider what the hair is going to look like. You can always look at pretty pictures on the internet (or in the mirror if you have something to see there :)) Consider where the hair is thickest and where it is thinner. Paint white for the thick areas and a grey value where it will be thinner. Usually, you will want to use a grey value around the edge of the hair where the hair will normally be thinner. Keep in mind that you can always change the grey scale colour on the fly so you can keep tweaking the map as often as you like until you get what you want. Also, keep in mind that you can paint a grey scale gradient to fade out to the edges.

    The style pane is where you shape the hair to your desire. Since its body hair we are dealing with, you will want to shorten the guide hairs since the default is going to be much too long for a modern human. The main thing to remember here is that the default segment length is 1 cm. This is too course to give you any decent curl to the hair so you will want to reduce the segment length. I usually set it to 0.2. Use the comb to comb the guide hairs to follow the natural flow of hair on the body. The selection tools will help you select one or more guide hairs so you only comb the selected hairs without disturbing the rest of the hair.

    The Clump pane does just what you would expect - it lets you clump the hair. The Tweak pane lets you set a random length value so all the hair isn’t a uniform length but the main features here are the scraggle and frizz settings that will let you put some kink in the hair. Keep in mind that scraggle causes the hair to be scrunched up so that it renders shorter than what the guide hair would indicate. You could have guide hair combed over the face that reaches down to the tip on the nose but if you have scraggle maxed out the rendered hair may only reach the eyebrow.

    Remember, these are “guide” hairs not rendered hair. Their main purpose is to guide the direction of the rendered hair.

    Now that you are thoroughly confused, a quick summary of tips.

    - any hair prop you create can have as many contol/distibution maps as your system can stand. The more control maps you have, the larger the hair prop file will be.
    - just about every control in all the panes has the ability to accept a control map to fine tune the action of that control.
    - only the currently selected map in the distribution pane will be used for rendering. This is why you can store multiple distribution maps in a single hair prop. Only the one selected in the distribution pane will be used so changing the hair distribution is as simple as changing the map in the distribution pane.
    - the default segment length is 1. For short hair, you may want to shorten the seg length to give the hair more “flow” when you style it. Keep in mind that the seg length determines the number of verts generated at render time. Depending on how robust your system is, this could slow things down and chew up a good deal of resources if you have too many verts being generated.

    Well, I hope this was of some help to you and not too confusing.

    Good luck when you join the Garibaldi ranks and show us some of your work. :)

  • selias19selias19 Posts: 254
    edited December 1969

    I am one of those always reading this thread but never commenting (until now).

    Before I bought Garibaldi I read through both threads carefully, this one and the other, to make a decision which one to buy.
    I got the LAMH free player but didn't get the nice results of the preview renders, mostly because I didn't understand the shader settings. What really put me off it was the extra activation you need and that LAMH expects you to have Daz on your C-drive (it might be that they have changed the last one by now). None of my progams are on C-drive if I can avoid it.

    LAMH is much more vociferous but I think Garibaldi is much more solid in programming. The turning point for me was when futurebiscuit mentioned that Garibaldi simply looks up the registry and installs where Daz is to be found.

    The reason I have not shown any results yet is that I often make a mess of the hair. I guess I am not very good at creating hair yet, even after reading through the manual, all the tips here, and watching the videos. I only have two medium reasonable results to show anyway. But then I didn't play much with it yet. I created some nice grass and one male and one female hairstyle. I am still quite new to 3D and there are so many other things to learn.

    If I ever create something worth showing, I will surely show it here.

    A question: How do you begin creating your hairstyle. Do you paint the whole head or do you only paint a part, style it, paint the next part and style that one? I often have the effect that my hair begins to look "tousled" after some styling and I cannot find the guide(s) that are responsible for that.

  • SpyroRueSpyroRue Posts: 5,020
    edited November 2013

    I work from a generic painted Hair distribution texture that I import. I created one for the male hairline and one for the females, I adjust only when needed, for instance for an older gentleman I may recede the hairline and darken areas of the distribution map to simulate thinning of hair (as the guy is in process of balding).

    I explored the idea of several hair nodes for styles like Mohawks or Military cuts, where the sides and back are one node with shorter length and the top is its own and much longer in length. Results have been subjective. I did discover however If you create the top (Longer hair first) with no sides and back, lengthen it and style it, THEN add the full distribution map with sides and back painted, style the shorter hair how you want and its all in one node without blotchy patches of uneven hair. If you start with the full head of hair its very hard to get a clean edge where shorter hair meets the longer hair, and looks blotchy. If you have several nodes of different areas of the hair, you have no reference as you cant see it ALL in the Garibaldi window at any given time.

    Also note: The latest build of Garibaldi introduced Symmetrical painting (Its great for UV's such as face torso and back of head which are centered and very much symetrical, its not so good for arms, as in all Daz UV's they aren't mirrored like legs) The feature is fantastic for creating a symmetrical distribution map. Owners of Garibaldi can grab it from the Garibaldi forum Garibaldi Forum (Registration required)

    I am under the impression this Build is going to be a update in Daz downloads at some point, if not an improved build.

    As for EyeLashes, I couldn't get them to work at all by distributing from the face, as its too low res map, I paint distribution maps on the actual eyelashes, then set them invisible in surfacing in Daz. It is fiddly to do in Garibaldi window as you have to work sort of blind to style it, but un-checking "Mask hidden by surfaces" allows you to style the lashes through the genesis mesh lashes, which are a good reference to work from.

    Attached is G2F BASIC FEMALE UV distribution texture for lashes that I use, as well as Reduce Length texture (You must rename this to "eyelashes" and have it in separate folder to the Distribution one) You import these in Paint tab, the black one assigned to the distribute and the White one assigned to Reduce Length (set a length you want it shortened, its focus is to make lower eye lashes shorter then the upper ones and also shorten the outer and inner sides as well) Note: The Eyelashes UV MUST be set to Basic female, its not painted to be used with other G2F UV's. You can create your own similar to what I have done for other UV's. Just remember it must be an image in PNG format and must be size of 1024x1024 px

    Edit to add: I have attached a render (was my previous Avatar) He uses the similar concept, his lashes are Garibaldi.

    SpyDa1_Avy_1B_Big.png
    453 x 453 - 300K
    Eyelashes_RLength.png
    1024 x 1024 - 78K
    Eyelashes.png
    1024 x 1024 - 84K
    Post edited by SpyroRue on
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