Look at my Hair

Can't folow the tutorial that comes with Wolf 2.0, because it seams i don't have the presets??

Help?

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Comments

  • If you have purchased the Wolf 2.0 then you should have the presets.  Are you using the player or the full LAMH?

    Kendall

  • ScytharScythar Posts: 127

    Full. 

    And no, i dont find any presets, of none of the Animals i bought bdw (+_ 10) 

    i really don't understanding it. 

  • Scythar said:

    Full. 

    And no, i dont find any presets, of none of the Animals i bought bdw (+_ 10) 

    i really don't understanding it. 

    See the attached screenshot, it shows where are located...

    Screen Shot 2015-11-12 at 00.24.50.jpg
    457 x 874 - 94K
  • ThatGuyThatGuy Posts: 797
    edited November 2015

    you know when I bought LAMH, at first I couldn't understand either, and don't really like to read, I'm more visual, but I bought Wolf 2.0 and wanted so much to use it in my scene so I watched the video tutorial on youtube and it made so much sense...it was very simple.  NOw I'm a happy camper!  I recommend watching the youtube tutorial. 

    And BTW, initially I couldn't find the presets either, so I opened the zip file and just looked for it.  It was sitting C:\Users\Name\Documents\DAZ 3D\Studio, same place as Render Library folder.  I opened the Wolf 2.0 zip file and dragged the .lmh preset into the folder (YOu should find a folder entitled "LookatmyhairAM" wherever your Render Library folder is located.

    Post edited by ThatGuy on
  • Alessandro to the rescue.  smiley  Unfortunately there is no "standard" place for LAMH presets to be stored, so PAs have put them in numerous places.  The DIM can give a list of files and locations.  I'd recommend looking there for .lmh files if the presets aren't obvious in their location.  Alessandro includes animal figures with presets already attached (as well as raw presets) with his sets.  Usually they will be with the non-LAMH versions in a subfolder similar to what he showed above.

    Kendall

  • Oso3DOso3D Posts: 15,084

    One suggestion for people playing around with density maps -- try grabbing the map of a head with 'hair' baked in, then play around to get the hair out as a mask, make it red, bam. Hairline.

     

  • JPayneJPayne Posts: 79

    I gotta admit, I bought the wolf and couldn't wait to use it. I only have the welfare version of the plugin, but it loaded nicely just the same. This is a very solid product, however, converting to OBJ made the scene enormous and difficult to add more than 1-2 wolves in a scene. I own a lot of AM's animals and this by far is the best. The skunk I love with the exception of the tail that doesn't quite bend at the hip so well but meh. I guess I just wanted to say nice job on the wolf:)

  • ScytharScythar Posts: 127

    Problem solved.

    Apparently he installed all the lamh presets resp together in th esame place with the duf files.

    So now i copied them to the presets place.

     

    And yes it works fine with the tutorial, now it makes sense.

     

    THX everyone !

  • Oso3DOso3D Posts: 15,084

    I can't find the main LAMH thread, so...

    I have a question about using LAMH in Iray as an obj.

    So, I can reduce the complexity of the object by using fewer points. I can increase the fidelity of hair by increasing subd.

    Are they directly interchangeable? My gut is that low points/high subd will end up with finer, more well-rendered hair, just simpler line of hair. Is that right?

     

  • I can't find the main LAMH thread, so...

    I have a question about using LAMH in Iray as an obj.

    So, I can reduce the complexity of the object by using fewer points. I can increase the fidelity of hair by increasing subd.

    Are they directly interchangeable? My gut is that low points/high subd will end up with finer, more well-rendered hair, just simpler line of hair. Is that right?

     

    Exporting LAMH FiberHair instead of OBJ will give you optimized curves.  You can sub-divide the resulting geometry but that will REALLY increase the number of facets.

    Kendall

  • Oso3DOso3D Posts: 15,084

    Oh? Interesting, I will have to experiment with that. I didn't realize fiberhair worked in Iray.

     

  • Oso3DOso3D Posts: 15,084

    ... I feel like an idiot.

     

  • ... I feel like an idiot.

     

    Why?

  • Oso3DOso3D Posts: 15,084

    I had pretty much given up using LAMH because exporting as obj was too cumbersome. I realize now I could have been using fiberhair... it's not THAT bad for file size. duuuuuuuuuuuuh

  • Send it directly to the DAZ viewport and render.  SHould work without extra steps.

    Kendall

  • Oso3DOso3D Posts: 15,084

    Could you expand on that?

     

  • LAMH is *the* most flexible hair system for DS... and only getting more so.

    Kendall

  • Oso3DOso3D Posts: 15,084
    edited November 2015

    What I'm doing:

    Apply hair preset (I have a few I've experimented with). Once done posing figures, export as fiberhair, save normally.

    Is there a faster/automatic way to do this?

     

    Post edited by Oso3D on
  • Could you expand on that?

     

    After clicking on the FiberHair button, make sure the "Load in Studio" is checked and the fiberhair will be sent directly to the DAZ viewport on the figure you selected.

    Kendall

  • Testing6790Testing6790 Posts: 1,091

    All this talk is making me want to try LAMH. I've been wilfully ignoring all hair products waiting for dynamic hair to hit DS, but I'm getting an itch for more options...

    Speaking of dynamics... Hi Kendall.

  • Hi Paradigm67.  Hint taken.  It is being worked on, but there are priorities.

    Kendall

  • Testing6790Testing6790 Posts: 1,091

    Of course, I understand completely. I just can't pass up an opportunity when I see it, I still don't think I've calmed down since the last video you posted about it laugh

  • Oso3DOso3D Posts: 15,084

    So density maps affect how many hairs are present in various parts of a texture.

    Is there anything similar for length of hairs? The tools are great, but it'd save me an enormous amount of time if I could grab a texture and make a blurry blob to define the general shape of hair (shorter at sides, longer in the middle).

    I find it hard to clip the hair smoothly rather than looking like big clumps torn out.

     

     

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

    Density Maps:  Not quite.  The density map is a pseudo-mask that allows a percentage of the normal amount of hair to be positioned.  In other words, where there is no red, there will most likely be no hair (but there is still a very small chance)  and where there is a fully saturated red there will most likely be a hair (almost 100% but not quite).  It also is not dependent on a texture.  A single density map can cover a whole landscape.  In fact I've used density maps like Carrara's distribution maps.

    Length Maps:  This is something that we've never gotten around to completing.  I started adding code for length mapping before the first release, but it never got fully completed to release level.  It is still something that I want to finish.

    Change the size and strength of the brush to make styling more controllable.  The diameter of the brush determines the effective size of impact, while the bar around the circle is the strength(intensity) of the tool. These are controlled by the 2 sliders to the right of the viewport at the top.  By default the brush is fairly large and coarse.  Also, use the selection tools to make guides not react to the tools.  If the guides are bright green, they are selected and will be operated on if in the brush, if they are dim green/gray then they won't be affected by the brush.

    EDIT:  If you are trying to work with human figure hair, make sure that you turn up the number of control points before creating the shavegroup.  For human figures with medium length hair you will want at least 25 control points probably more depending on how much detail you want in the style.  Very long hair may need 50 or more points.  Just for yuks I once created a Rapunzel hair like what D****y did.  I used 99 points to set the hair to circle around the figure on the floor.

    Kendall

     

    So density maps affect how many hairs are present in various parts of a texture.

    Is there anything similar for length of hairs? The tools are great, but it'd save me an enormous amount of time if I could grab a texture and make a blurry blob to define the general shape of hair (shorter at sides, longer in the middle).

    I find it hard to clip the hair smoothly rather than looking like big clumps torn out.

     

     

     

    Post edited by Kendall Sears on
  • Oso3DOso3D Posts: 15,084
    edited November 2015

    I'll have to play with that, thanks.

    I usually cover up for some of the problems with a bit of frizz and randomness. ;)

    (Also going to have to poke at my 'grassy hills' ideas)

     

    Post edited by Oso3D on
  • See the edit to the post above.

    BTW, did the "Load in Studio" for the Fiberhair make it easier for you to load in the Iray hairs?

    Kendall

  • Oso3DOso3D Posts: 15,084

    Oh, interesting about control points! That explains some of the problems I've had.

    And actually 'load in studio' was already set up. I was just hoping there was some funky extra thing, but... I'm already much happier with the compression Fiberhair does. Exporting as Obj normall was just killing my system, and it was REALLY hard to work around it with workflow. Now, though... very happy.

    (Also happy to have Mec4D's hair shaders, which work GREAT with LAMH -- you should poke her about some sort of bundle deal down the road or something. ;)

     

  • barbultbarbult Posts: 26,156

    I can export the Fiberhair and render OK, but how can I save it in the scene so I can open and rerender it again later? When I save the scene and reopen it, the Fiberhair is gone and the LAMH group with the green guide hairs is back. Then I have to export all over again and redo the surface changes.

  • Oso3DOso3D Posts: 15,084

    That hasn't been my experience... in fact, I've been setting up fiberhair in 4.8 and then going over to 4.9 to render, without a problem.

     

  • barbultbarbult Posts: 26,156

    When I export Fiber Hair, the resulting files are placed inside the LAMH Group. If I save the file that way, when I reopen it, the exported Fiber Hair is gone. If I unparent it from the LAMH Group before I save the file, I can reopen the file and the Fiber Hair is still there. So, for me, unparenting seems to be necessary.

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