Look at my Hair

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  • 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)

     

    It is best to leave the preset in Renderman curves mode for as long as possible so that LAMH can compensate for morphs, pose changes, texture changes and such.  Once the preset is written to FiberHair or OBJ, you're stuck with what you had at the point of export.  Not to mention that the guides are faster to move/redraw than all of the extra polygons added by the geometry.

    Kendall

  • Oso3DOso3D Posts: 15,084

    Experimenting with eyebrows. Nice thing about them is that they are tiny... with a mask and part of the face facets selected, I only needed 6000 hairs input to get reasonable results, maybe 10k if I want bushy brows.

    I think I'll try putting them on separate shave groups. I suspect if I can apply 'swirl' right it might help get a nice look to it.

    I can't use the tools by hand. I always end up with all the hair shoved one way, or stuff sticking into the skull, or chunky mange. So consider that as a wish for next version -- I could REALLY use a lot more procedural tools. A 'add wave to the hair' or change the scale of the Curl would be great.

     

     

    Browtest1.jpg
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  • RogerbeeRogerbee Posts: 4,460

    Are FiberHair and Fibermesh Hair the same thing!? If they are I have always been able to get them to work in Iray.

    I'll definitely get LAMH now I know I don't have to use .obj's.

    CHEERS!

  • Oso3DOso3D Posts: 15,084
    edited November 2015

    Rogerbee: I don't know, but I DO know fiberhair works in Iray (since that's what I'm using).

    I will warn you that LAMH is touchy as heck. I've lost files due to data corruption and had to manage workflow carefully -- like if I do something with LAMH, I try to save it as a preset so it's preserved, and after working on hair, I often save file and close it, reopen. Because sometimes if you do too many things with it in a session, it crashes.

    It's extremely frustrating. However, it also does stuff you just flat-out can't do any other way. So... yeah.

    I have trouble with getting decent straight hair, brushed styles (like a simple combed parted hair). For other hair styles (stubble, kinky close stuff, etc), it works awesome and fairly easily.

     

    Post edited by Oso3D on
  • RogerbeeRogerbee Posts: 4,460

    Ah well, I'm sure someone else will know. I suspect that, armed with this knowledge, Alessandro can now work on a new version of LAMH which will integrate better with DS and Iray. Still, I'm waiting till I have Linux sorted before doing too much more.

    CHEERS!

  • Oso3DOso3D Posts: 15,084

    Another mostly procedural (except for some clipping of ear holes) hairdo. Again, I can't manage to get a really convincing 'brushed flat' hairstyle. Still experimenting.

     

    ShortHair1.jpg
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  • RogerbeeRogerbee Posts: 4,460

    Looks good,

    I'd more use it for creature hair myself.

    CHEERS!

  • Oso3DOso3D Posts: 15,084

    Probably for the best. ;)

    I've got 'mangy animal' and 'parent who let kid shave part of their head' down pat, though.

     

  • RogerbeeRogerbee Posts: 4,460

    I want to go full DS on the Sanctum Arts Horde.

    CHEERS!

  • Rogerbee said:

    Are FiberHair and Fibermesh Hair the same thing!? If they are I have always been able to get them to work in Iray.

    I'll definitely get LAMH now I know I don't have to use .obj's.

    CHEERS!

    They are not the same thing, but are somewhat related.  They both are geometry related hair.  The methods used are quite different.

    Kendall

  • Rogerbee said:

    Ah well, I'm sure someone else will know. I suspect that, armed with this knowledge, Alessandro can now work on a new version of LAMH which will integrate better with DS and Iray. Still, I'm waiting till I have Linux sorted before doing too much more.

    CHEERS!

    I have a new version of LAMH already in progress.  The integration with Iray is much tighter and less effort is involved in rendering it.

    Kendall

  • RogerbeeRogerbee Posts: 4,460

    Oh good!

    I'll wait for that then.

    CHEERS!

  • Rogerbee said:

    Oh good!

    I'll wait for that then.

    CHEERS!

    There currently isn't a final timeline for release of the new version, just that it is in progress.

    Kendall

  • RogerbeeRogerbee Posts: 4,460

    Doesn't matter, I have a lot to sort out myself before I'll be ready anyway. It's too good a job to rush.

    CHEERS!

  • 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 doubled the thickness and while it did have an effect, it wasn't very noticeable. I'll experiment some more, but I expect that timmins.william is correct and I'll need to pop for the full version of the player to use it Iray.

    Maybe I'll try in 3DL and see if my luck is better there.

    Thank you.

  • Oso3DOso3D Posts: 15,084

    It works very nicely in 3DL. It's one of the things I miss a lot about 3DL. ;)
    I found it made for really nice grass!

     

  • ewcarman said:
    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 doubled the thickness and while it did have an effect, it wasn't very noticeable. I'll experiment some more, but I expect that timmins.william is correct and I'll need to pop for the full version of the player to use it Iray.

    Maybe I'll try in 3DL and see if my luck is better there.

    Thank you.

    Hello, certainly 3DL makes things easier (and faster) as hair are generated at render time, hair curves are smooth and also shading is quite "fluffy" for a lack of a better term. So my suggestion would be to use 3DL. But also Iray can produce nice results with LAMH. I will try to make a black wolf render tomorrow and show my setup. From the image you posted, I'd say you could increase the fur widths and perhaps darken the body surface removing glossy parameters so that it matches better with the fur and gives the illusion of better hair cover.

  • Oso3DOso3D Posts: 15,084

    I am REALLY pleased with what LAMH can do in Iray, even if it takes a bit of tweaking: http://willbear.deviantart.com/art/Blue-Siamese-572987904

    This is one of the best renders I've ever done, and absolutely looks like a photo even with a close examination.

     

  • Alessandro MastronardiAlessandro Mastronardi Posts: 2,650
    edited November 2015

    I am REALLY pleased with what LAMH can do in Iray, even if it takes a bit of tweaking: http://willbear.deviantart.com/art/Blue-Siamese-572987904

    This is one of the best renders I've ever done, and absolutely looks like a photo even with a close examination.

     

    Very nice result indeed!

    Post edited by Alessandro Mastronardi on
  • IceDragonArtIceDragonArt Posts: 12,727

    I am REALLY pleased with what LAMH can do in Iray, even if it takes a bit of tweaking: http://willbear.deviantart.com/art/Blue-Siamese-572987904

    This is one of the best renders I've ever done, and absolutely looks like a photo even with a close examination.

     

    Looks awesome!

  • RogerbeeRogerbee Posts: 4,460

    Yeah, nicely done.

    CHEERS!

  • DisparateDreamerDisparateDreamer Posts: 2,520
    edited November 2015

    I always do hair last in a scene. I set up everything else first. Save the scene before any hair work is done- make sure all posing and stuff is absolutely done!  Then I delete the figure that needs hair/fur. save the scene as SCENE ONLY. undo delete to get the figure back. now delete the scene part. So you have only the figure that needs hair. Save as FIGURE ONLY. (btw i make a folder for every image, so every image folder has several scene subsets saved).  I set up my hair follicles, style, set up hair size/shader, do multiple exports to renderman curves to test in 3delight. set up more groups if necessary. I save several hair presets along the way, but note that you should set up hair size/shader first, because presets don't let you change that later. when I think I have it where I want it, I save it one last time. Sometimes I export as fibermesh, sometimes just use renderman. 
    If I'm saving the scene, with obj/fibermesh hair, I will unparent the hair, and delete the preset before saving. 

    Also note you can apply shaders both to fibermesh hair AND LAMH renderman hair. I often do.  I have some specially made shaders i use for Iray fur for example. I start with a velvet on fur and then tweak as needed! :)
    I still render in both engines, The only thing i can't comment on is 4.9 because i'm not fond of cloud reliance. 

    Attached two pics... raccoons rendered 3Delight, Bear rendered in Iray. I wish i had bark shaders that worked half as well in Iray as they did in 3Delight! Iray for all its awesomeness doesn't handle displacement at all well. :( But the fur is lovely :)

     

    3Bandits_S5sm.jpg
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    BearCub2sm.jpg
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    Post edited by DisparateDreamer on
  • RogerbeeRogerbee Posts: 4,460

    They look great,

    I've been using Mec4D's Unshaven MATs on hair in Iray, including fibermesh and they work really really well. There was a massive collection of Carrara shaders that were converted to Iray posted for download a while back, they were by Nobiax, there may be something useful among them. Google for a link as the search on here is pathetic.

    CHEERS!

  • Oso3DOso3D Posts: 15,084

    Yeah, I've had a lot of success using Unshaven shaders on fur.

    Tip for getting fur pattern to the Unshaven fur:

    Make sure you have the diffuse map on the base figure.

    Add LAMH preset (if it's not already there)

    Convert to fibermesh. Take a note of the texture map(s) created (it will be pretty obvious).

    Apply Unshaven Pure White. Change the Diffuse and Translucency color to pure white.

    Change/add diffuse and translucency texture map to the texture map noted above.

    Go into Translucency texture map in LIE, add a pure white layer above starting layer, set it to 50% opacity.

     

    Looks great. Mind you, much of the time you can just use whatever color you want, and unless the coat is VERY thick, some of the base figure's color comes out anyway. For the Staffie (dog) I rendered, I ended up just using Pure White. For the cat I used the above method, to make sure I got all the coloring.

     

  • RogerbeeRogerbee Posts: 4,460

    Good tips,

    For human hair, I just apply the provided MATs that Unshaven comes with, then the facial hair and other hair are a perfect match.

    CHEERS!

  • Oso3DOso3D Posts: 15,084

    Sure. And if you use Laticis fibermesh eyebrows... you can match it even better. ;)

     

  • RogerbeeRogerbee Posts: 4,460

    I haven't seen those. Problem there is you always have to go in and paint out the eyebrows on all the textures.

    CHEERS!

  • Oso3DOso3D Posts: 15,084
    edited November 2015
    That's why I use Macroskin and skin Builder a lot. :) (Macroskin has a brow less map and skin Builder has no brows by default)
    Post edited by Oso3D on
  • Alessandro MastronardiAlessandro Mastronardi Posts: 2,650
    edited November 2015

    ewcarman here is my run with the black wolf and iray. Take a look at how I've setup the materials for both wolf body parts and the fur: I've played with the interactive display until I was satisfied with the blend between the body material (wolf skin) and the fur. I'm also including the light setup that I used:

    http://www.alessandromastronardi.com/test/blackWolfIray.zip

    Just a note that I exported the hair increasing the root thickness to 600, but TBH it's a negligible change.
    27 minutes render time (GPU only, Geforce GTX 970 4GB), 1500 iterations.
    With some more patience one could perhaps do some better shading on the nose (which is too shiny), and maybe some better shading on the fur too, so that it looks less uniform.

     

    black wolf iray 27 minutes.jpg
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    Post edited by Alessandro Mastronardi on
  • ewcarman here is my run with the black wolf and iray. Take a look at how I've setup the materials for both wolf body parts and the fur: I've played with the interactive display until I was satisfied with the blend between the body material (wolf skin) and the fur. I'm also including the light setup that I used:

    http://www.alessandromastronardi.com/test/blackWolfIray.zip

    Just a note that I exported the hair increasing the root thickness to 600, but TBH it's a negligible change.
    27 minutes render time (GPU only, Geforce GTX 970 4GB), 1500 iterations.
    With some more patience one could perhaps do some better shading on the nose (which is too shiny), and maybe some better shading on the fur too, so that it looks less uniform.

     

    Thank you for making all this effort. I'm looking forward to going through your duf files to see how you did this. The sample render looks great.

    Thank you again. I'll post back when I've got it sussed.

    I am REALLY pleased with what LAMH can do in Iray, even if it takes a bit of tweaking: http://willbear.deviantart.com/art/Blue-Siamese-572987904

    This is one of the best renders I've ever done, and absolutely looks like a photo even with a close examination.

    This cat looks great!

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