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Here is my Fiber Hair skunk rendered in Iray. He rendered really fast in less than 2 minutes! I couldn't believe it. Wonderful!
Lighting and background are from No Emotion HDRs.
The HDRI is released under the Creative Commons Attribution-NoDerivatives 4.0.
Yeah, fiberhair has made a world of difference. Renders snappy fast.
And that's weird, Barbult, I don't need to move the obj. Huh.
I threw in a Fiber Hair anteater. His tail looked pretty jagged, so I did SubD 2 on it. That made it so complex it wouldn't fit in by 6 GB GPU any more, so it took 66% of my 32 GB RAM and 30 minutes CPU render. He looks nice, though.
nice images. With the fiberhair you can adjust the compression. The higher the compression the more coarse the hairs will be, the lower the compression the more smooth. If you're going to try to subd at 2 you might want to try turning the compression down to 1 first and see if that gives you the smoothness you want without the extreme poly count that subd is going to give you.
Kendall
I'm itching to try this tonight, but I have very limited experience with LAMH. So please forgive me if the answer to this question seems obvious: After I export as fiber hair, will I be able to repose the figure? In other words, can I move the animal around (large changes to head or tail position, or would the hair just be left floating there, or not move at all?
No. What I do is I leave it as a LAMH thing, pose, and once I'm ready to 'freeze' it, then use fiberhair.
And if I need to repose it, well, delete the fiberhair object, pose, export again.
It takes a little while, but it's really not that bad (IMO). Couple of minutes.
Any tips on UV mapping for converted hair? The native LAMH stuff works great at, say, turning a fur pattern from the underlying animal into a fur pattern for the hair.
Once converted to obj, though... ...
That's what I thought. Thanks for confirming it.
I'm an idiot. Didn't notice that the fiberhair was actually producing proper UV maps for the fur. Duh. It looked garbled so I assumed it was bad.
Duh duh duh. Nm!
Any plans for more MilDog hair presets? The two that are already existing are nice, but having a few more would be nicer...
Feel free to create one and we'll put it on the site. Most of the presets on furrythings.com are user created and donated.
Kendall
Thanks for the tip. I reexported my animal fur with compression 1. I made a difference, most noticeable in the anteater nose. It didn't seem to smooth out the sharply jagged anteater tail hairs the way subD did, though. It did render much faster with the compression rather than subD. It seems like compression 1 is the way to go, overall.
Kendall: If I ever manage to get the hang of the tools, sure. Heh.
I'm missing something to be sure. I've followed the tutorial (video on the Wolf 2.0 product page) and this is what I get with Iray. He definitely looks like he's suffering from mange here.
I've seen the references to FiberHair in this thread, but I can't seem to find such a thing - do you require the LAMH full version for that? (I'm using free player 1.5.15P.)
Daz 4.8 Iray. Wolf 2.0
Thank you in advance.
Eric
FiberHair requires the full LAMH. From your image, it looks like the number of hairs is too low. Also, you must export EACH shavegroup to OBJ. By this, I mean that you need to visit each shavegroup tab in the export dialog and make sure that the settings are correct for it.
Kendall
Any tutorials on how to use the LAMH in general? I have given up searching the forums, while they can lead to some interesting rabbit trails I can't find what I am actually looking for. I've go to track down the girabaldi hair tutorials as well, although I am pretty sure they have something on their main site I can start with.
We have links to lots of tutorials at furrythings.com
Kendall
That is most awesome thank you Kendall! I will head over there tomorrow at some point as I have to work tomorrow and I should have been in bed an hour ago lol.
There are also a lot of free presets there.
Kendall
Free is always good lol. Thank you so much I really appreciate it!
I've seen the website linked a few times in general conversations on here and I thought it was some furry website so I never checked it out, Had no idea it was the proper site for LAMH with so many useful things on it. A matching URL might draw a few more people.
Ha.
I will note that some of the animal presets will save you huge amounts of time. The short and long hair MilCat presets are better than anything I imagine I could possibly make.
Good to know about the FiberHair. I'll have to look into the full version.
There are three shave groups. The first one seems to encompass the majority of the body while the other two seem to deal with the tail and ears (based on the green highlights with Wolf_Grp_#_RMan_body visible). When I export to Obj, it creates the three Wolf_Grp_# (0, 1, 2) so I expect I'm doing the export correctly.
So, taking your advice, I increased the hair count in shave group 1 from 500,000 (set by the preset I suppose) to 900,000 prior to export. I could see a difference, but it wasn't much of one. It did, however, cause the program to use almost 10GB of memory. I'm not sure how much higher I can make that go.
Taking shave group 2 from 100,000 to 200,000 and shave group 3 from 25,000 to 100,000 made a difference in the ears and tail. They look much better.
When you say to make sure the settings are correct for each shave group, do we have access to a correct answer so that I can compare?
Thank you.
I see. The original numbers look right. You might try increasing the thickness of the hairs (on the player pane below the color settings) before exporting the OBJ. Thinkening the hairs will cover more surface with fewer hairs and keep the memory usage down. You'll want to experiment with different thicknesses based on how close/far your wolf is from the camera. The further away it is, the thicker the hairs can be without the viewer seeing the coarseness. The closer to the camera, the thinner the hairs need to be to look "nice." Animal fur tends to be thicker than human hair anyway.
Alessandro is the expert on animal fur so he'll know more than me about it.
Kendall
I almost fell out of my seat when I looked up otter fur and it comes in at 1 million hairs... per square inch. !!
Thankfully, you don't need to do that literally. ;) (I got a decent result with 1 million hairs for the entire body)
Luckily, we don't need to simulate undercoats for 3D modeling. That would be insane numbers. In the case of the otter: 800 Million
Kendall
The thing that complicates it is that animals have all sorts of different layers of hair, many of which you don't see. I mean, heck, the nose and paws are covered with this velvety fur that is much more sensibly modeled as a modified figure surface.
The undercoat of most mammals can't be seen under most situations. Heck, much of the rest of the fur... you only ever see the outermost fur. So there's that.
(I find the topic interesting. ;)
Also, as always, simulating is much less important than 'getting it to look right.'
By the way, hair tips:
Taper is your friend. It lets you 'trim up' various sides and corners to create a natural slope of hair from hairline onward.
Curl makes intensely kinked/coiled hair. I've found it best to avoid.
Most of the others are best to use in sparing amounts, and then apply the frizz and such at the end to give a more natural look to the hair. I generally try to avoid touching the guidehairs directly, but even if you are doing that, the previous should get you a long way toward your goal.
You can give fiberhair (or obj) collision to avoid mild pokethrough, but it's best to use as little as possible or it can look pretty weird (and more than a certain amount of smoothing/collision will grind your computer to a halt)