FYI: LAMH FiberHair works in Iray (EDIT: and Luxus)
Kendall Sears
Posts: 2,995
It has come to my attention that many people do not know that the LAMH FiberHair works in Iray. It does. There is no need to export an OBJ and import, simply click on the FiberHair button and make sure that the "Load in Studio" box is checked. Instant Iray hair. See http://www.daz3d.com/forums/discussion/65835/look-at-my-hair#latest for more discussion.
There have been some reports of issues reloading the FiberHair from saved dufs, that is being looked into. It has also been reported that if the FiberHair is pulled out of its LAMH Group it will survive the save/reload sequence. Not everyone is seeing this save/reload issue.
EDIT: This fiberhair method also works for Luxus (normal Lux materials issues apply)
Kendall

Comments
Is there human lamh presets in the store for it? Store search only brings up animals for me. I see that a player is free, but full is pay, am I right in assuming the pay version is something like garabaldini or however it is spelled?
http://www.furrythings.com/ has some free presets.
Edit: For instance, I've had a LOT of good luck using the Millenium Cat fur presets, though with hair I prefer to play around myself. It's tricky, though -- I could definitely use some good hairline density maps to start with.
You mean you used the cat preset on a human head? Thanks for the link by the way, will put that on my list to check out next. Things are really starting to pile up on my lately lol.
seems to rig easier with Transfer Utility using near vertices lowest dist too than the obj export, it still is mesh but somehow less crashy
I started rendering an animation, even with iray that takes a while
No no, I meant been playing with cat hair on cats.
I just picked up (finally) the 'classic cats' pack, which has a bunch of good quality skins and such.
And boo. Looks like the texture from the fur does not, in fact, transfer to fiberhair. Hrm.
Edit: Oh ho! No, that was me. (I'm using Unshaven 2 hair shader as base, and you need to plug in the texture in both diffuse and transparency color)
LAMH came before the other package, so it is "something like" LAMH. :-)
As for human head hair presets, there have been none sumitted to DAZ that I am aware of. Since the Renderman Hairs and Fiberhairs are not normally conducive to morphing many people prefer to create their own. That being said, keep your eyes open for developments on that front.
Kendall
Thanks, I am kinda blind, just noticed this section
http://www.furrythings.com/category/demo-videos-screenshots/
I love to be able to watch videos and see how things are done. I am assuming LAMH doesn't have the problem of not being able to paint where hair goes on G3M G3F due to the new UV's?
Oh, one other thing I thought of, does LAMH have the ability to import curves, from say houdini or zbrush?
You can use LAMH on anything, you just can't use presets unless they were made for the object in question.
Here's fur on a Singer of Chzon tentacle: http://willbear.deviantart.com/art/Hairy-tentacle-572852879
Here's 'fur' made to look like grass on a fairly simple 'sand pit' object: http://willbear.deviantart.com/art/Grass-Pavillion2-530887186
Here's gold 'fur' on a goblet: http://willbear.deviantart.com/art/Furry-gold-goblet-534919315
A furry Aucasaurus: http://willbear.deviantart.com/art/Furry-Aucasaurus-535328727
So, yeah. You want a furry robot, dinosaur, house, whatever? Done and done.
Oh, and a furry dragon (it's not super clear in the image, and I honestly didn't do a very good job with it because I made it before I felt comfortable playing with density maps, but still):
http://willbear.deviantart.com/art/Dragonfur3P-572814373
Is that your deviantart there?
What I mean though, in the hair fur system that starts with g I can never spell right, you have to paint a map to tell it where hair goes. LAMH you seem to be selecting actually polygons, so I am assuming the UV map issue would not be a problem, but I want to make sure as my assumptions are often times so wrong lol. Also, if you subdivide the mesh, will you be able to select the smaller geometry, or are you always going to be selecting from the base mesh polys?
I am having issues with my rigged fur in DS4.9 beta
http://www.daz3d.com/forums/discussion/66254/iray-animation-it-stops
I do not know if the fiber hair too much, only just over third of my 6GB card memory but a cuda error of some sort after 48 frames, renders 30 secs a frame until then, it not overheating or anything monitoring on GPU-Z
is odd as it renders perfectly till it decides to throw in towel
Ah well, would be cool to make guide curves and simulate gravity and colision in houdini and render it in daz. Truth be told, I would not be using daz at all if I could get as good looking skin and eyeball shaders in houdini lol. I can never get those looking as good as they look in daz out of the box in iray. I am trying to come up with a good hybrid compositing method of rendering everything but the people and stuff really close to them in houdini, rendering people and close objects in daz, and compositing them together. Tough to match the lighting and camera so far though. Testing an idea today about rendering into a spherical cam in houdini, if all goes well, I won't need to worry about matching cameras and lights :D
Yes, all my stuff. Heh.
In LAMH, you select polygons. There are some quick ways to select all polygons, or only certain regions (like Face, Head, Toes, whatever) for areas that have them. You can also create density maps, which are like any texture map, where 'white' is 'avoid putting hairs here' and 'full red' is 'put lots of hairs here.' This is a good way to create a hairline, for example, or thinning hair.
I prefer making density maps in an image editor, but you can also paint it in-app.
As for subdividing the mesh, no clue.
Yes sorry Kendal am aware of this, but just mentioning as my initial elation I could rig a figure with the full fur has somewhat faded with this development
I've had no problem with rather large fur sets in beta.
Make sure Render Settings > Optimization > Instancing Optimization is set to Speed? It sounds a lot like a problem I had when that was set to Memory.
I thought you could assign a "skin" as the fur color? Ken??
Yeah, I worked it out.
If you use the default, the hair inherits the pattern from the skin. If you export with fiberhair, it converts the hair pattern to a very strange-looking texture map -- that accurately lays out the skin pattern onto the obj. This is what threw me at first -- I assumed the conversation had barfed and created garble.
But nope! It works!
(And then you can convert to Iray as you like)
Cool. Still not gotten back to playin with LAMH but it's on the bucket list! lol
I've been zooming around with it after finding out about fiberhair. I had assumed fiberhair was some funky mostly 3dl thing, and... duh.
(Because exporting to obj is horrendous normally)
JaguarElla, could you do a tutorial on how to rig LAMH created Fibremesh hair, on say the Mil Dog, or other animal.. I have been wondering how to have a rigged 'Fur coat' for my animals for a long time.
Cheers
S.K.
Well with todays systems and the fact that fiber hair doesn't need transparency maps to look good keeps render times, often times, better than the older transmapped hair that still dominates they marketplace...
Side note, I don't buy plants with transparency maps, there is ONE artist in the DAZ store that sells plants and grasses without having transparency maps and they look every bit as good and render in no time at all.
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.
LAMH is growing. See: https://www.youtube.com/channel/UCKAe1ArtEbWdXUIyF0KlEcA
Not giving out timelines for the full monty yet though.
Kendall
Looks great so far Kendall. YAY!
Hair creation is a full version feature only. The player can output a raw obj from a preset only.
Kendall
And let me tell you, the raw obj is f'in huge. :/
Applying hair presets is actually pretty easy -- select object, open LAMH window, click 'apply LAMH presets,' find it and select it, bam.
You can then tweak size of hairs (which you should probably not do), number of hairs (which you probably SHOULD do -- 100k-150k for a head of hair, 500k-1 million for most animals), and adjust which kind of coloring you want.
If you are converting to fiberhair, you have to go into the editor (need full version), and click 'fiberhair' in the upper right. It will ask you some stuff, but you should probably just click 'ok.' If the hair comes out rough looking, don't use SubD, erase the fiberhair output and do it again with a lower compression (it defaults to 5, I haven't had any reason to go below 2).
You can then just convert the hair to Iray Uber and get a good result. (I use Unshaven 2 hair shaders, which requires a little more tweaking)
I just use the transfer utility near vertices lowest distance
is very high poly and crashy
save as support asset wardrobe full body