PDA

View Full Version : what are everybody's hair solutions?


tiktok
23-01-2010, 03:25 PM
I thought I'd start a thread to see what everyone's solutions were for hair. At least, with shave and haircut, or maya hair, it's difficult to break it up into passes (with mental ray or 3delight), in particularly the shadows and getting a shadow that's separate from the shadows of the object beneath. Also, occlusion, the highlights...etc. I'm sure everybody has different techniques that they've come to use over the years. So I'd thought I'd see what everyone's successes and failures were and what works best for them. I keep thinking there's a magic tool that does all these things automatically, but haven't found much.

:thumbsup:
-Bayard

cj3d
24-01-2010, 07:17 AM
I'd also love to see how people handle hair. Posting some techniques on fur would be nice as well.

Personally I just use Maya hair and fur and tweak the settings a lot. Mostly it's dumb luck that I get it looking alright as opposed to any kind of skill lol.

CJ

ZippZopp
24-01-2010, 10:52 AM
i've used maya fur which had some alright results and i've also tried out shave and a haircut. I've always found dealing with hair to be cumbersome and time consuming and its hard to get quick feedback.

what usually ends up happening is that i take chunks from different renders and splice them together.

I'd also like to hear what other people do for this

PascalR
24-01-2010, 03:26 PM
My personal workflow is maya hair and maya fur. I've used rfm for the prince of egypt and had some trouble with the occlusion calculation of the hair. But maya fur is very well integrated in renderman for maya and renders super fast. This being said I had some artfacts when trying to use AOVs with the fur...
I've done fur at work too, but tools are all proprietaries.Shave and haircut is quite nice for combing stuff. I reckon using a lot of guide curves to get more control over the hair shape. Also having sub clumps in maya hair is really nice.
Oh well, not sure if this helps but there you go.

Cheers

Pascal


Occlusion geo:

344

Hair guide curves:

345

Hair strands:

346

bneall
27-01-2010, 09:09 AM
I am using MR + shave & haircut + p_HairTK

I'm getting some pretty good results, there will be images eventually in our WIP thread, so keep an eye out.

tiktok
27-01-2010, 01:24 PM
I hadn't heard of the p_hairTK. Just installed it. Looks very cool, though not much for documentation on use? Did find this though: http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/

would love to hear about your pipeline with this shader.
very cool! :thumbsup:

Also curious about what type of shadows your would render when using this shader? I recall when using the typical shave and a haircut shader and mental ray you had to use depth map shadows or it would crap out. Is this still the case?


-Bayard

tonytrout
27-01-2010, 04:56 PM
Wow and I thought bad hair day was just me. Thanks for the phairTK shader and tute pointers I have been struggling with MR :love:

bneall
27-01-2010, 09:59 PM
yea that is the correct setup, with shave you just do the same, assign the shader to the hair and uncheck "over ride geometry shader"

danjay
28-01-2010, 06:06 AM
Just wondering how you got from the poly mesh to the guide curves. Is this a feature of shave and haircut (which I obviously don't have)? Could something similar be done with Maya hair, using a curve from poly edge type script? How then would you get the curves to originate from the figure's head and not the occlusion geo. Any further details or suggestions about how you do this would be greatly appreciated.

bneall
28-01-2010, 07:53 AM
one method would be to select your edge loops and convert>"polygon edges to curve" then grow you hair from the hair patch, and use "comb using curves" on said hair description.

Tomaya
28-01-2010, 08:46 AM
well well well... ...hairs... that's a very good question , i've done hairs in all my jobs , each time it's a chalenge , for a still image , no problem : let's say a regular S and H setup and photoshop to create , on by one the nice random hairs ...lovely results.
The big point is : a moving character ! Hairs are complex on a still pic , but become a nightmare in a feature film : dynamics-body collisions , and self collisions . the more difficult : long thin haircuts ,dreadslocks are more easy in 3d , less control curves...
The best system for me : the dynamics is the most important thing to resolve , so , maya ncloth planes , count at least 200 for a girl head , then convert to control curves , after that you can use every engine you want cause you have the good animation...
For the render , renderman is powerfull with hairs and fur but you can also have veeeery good results using MR prim and Vray (Global illum plus blured reflections for each hair) .
:)



...I'm talking about hairs and my character (my avatar) has no hairs yet !!! Shame on me !!:o

tiktok
03-02-2010, 10:53 PM
Indeed Tomaya!
It seems most characters I see out there in cg land avoid hairs at all costs!
I know I do, as it always ends up being more trouble than it's worth. Even more frustrating than hair are feathers! One would think by now these things would be so developed that they'd almost be point and click...alas, most movies or animations you see with really impressive hair are almost always done with some proprietary system the company spent months if not years developing.

:p
c'est la vie.
-Bayard

Tomaya
04-02-2010, 11:02 AM
Here is the start ....
Ncloth dyn to get real self-collisions...

http://img717.imageshack.us/img717/3369/tomayahairsetup.jpg (http://img717.imageshack.us/i/tomayahairsetup.jpg/)

tiktok
10-02-2010, 10:46 AM
looks like a cool test tomaya :thumbsup:.

Has anybody tried this?: http://www.cyberradiance.com/hairfarm/

Curious if it animates well?

Too bad it's only for max :(
-Bayard

PascalR
04-03-2010, 04:15 PM
Kong fur related stuff:
https://renderman.pixar.com/products/whats_renderman/showcase_kingkong.html

tonytrout
07-03-2010, 01:15 AM
Can you use phairTK shaders with Maya Hair or only Fur?. I tried hooking it up as per the tutorial but couldnt find an equivalent hair feedback node to the object_FurFeedback node to hook into the object slot in the pTex replacer. I tried object_pfxHair and various iterations thereof but couldnt get it to work.

migusan76
07-03-2010, 08:36 AM
In combo with Maya and MR I've always found shave and haircut very useful. Plus shave is the only one I found that let me override the existing shader on the hair by default. So this is nice since I like to write my own MR shader to deal with the illumination model. Also the comb features are a huge plus to. Here are some old shader development test I was working on.

http://www.digiteck3d.com/forum_images/workwip/darkHair.jpg

http://www.digiteck3d.com/forum_images/creatureS/hairFurBallRed.jpg

MikeANash
12-03-2010, 06:02 PM
Nice shader migusan76 :)
Could you create any for Hairfx using standard max mat?

I wanted to show little bit of some very old hair work, almost 6 years ago now.

http://i478.photobucket.com/albums/rr144/kravit43/Hair_Left.jpg?t=1268370030

I'm currently working with hair again using hairfx.
Past couple days I've been looking into hair-farm with disappoint. The reason for that is, it does not support spline based modeling. What I think is needed along side poly based hair.

(edit) Hair-Farm does have spline support, (Mesh Extrude) really basic compared to hairfx. But it works better then Shave&Haircut spline based modeling.

I also have question for all the guys at Weta, if all the Avatar hair is spline based ?
Would love to be able to use the in-house Weta hair tools:drool:

PascalR
12-03-2010, 06:08 PM
Very nice hair testclap
Unfortunately no one from Weta will be able to answer your question here as this is directly related to Weta's pipeline which is confidential :( Still there are some information available if you look at the link I posted earlier.

Nice work:beerchug:

leslie.button
12-03-2010, 08:38 PM
Hey mike, so that is YOUR hair? Crazy, it's always been one of the best examples of hair I'd ever seen, but I lost track and hadn't been able to find it ever since (years ago). Would love to see some of your new tests! :bouncy:

Tomaya
16-03-2010, 03:54 AM
Very clever and observant test mike , Hairfx (before : shag hair ) is for me the best one , there 's a lot of controls from root to tip , is there a version for max 2009 64 or 2010 ? This plug seems to be very rare ....
Anyway:thumbsup:

10 years ago with shaghair (haifx,now)

http://img268.imageshack.us/img268/3171/princesse4.jpg (http://img268.imageshack.us/i/princesse4.jpg/)

SorinLupu
16-03-2010, 04:31 AM
Great Thread Guys! and great forum to

http://www.ddag.org/ Hairtrix
I am looking forward for Maya Hair\Shave solutions ... :)

MikeANash
16-03-2010, 01:04 PM
Cheers guys,

Tomaya - Nice stuff! good to see other people see the power of shag-hair back in the day :).

Here is a new hairdo I'm finishing up, currently tweaking and adding in more hair layers. I have around 24 layers and 4 materials and thousands of custom splines. Might try out some highlights colors in the hair later.

If anyone could create a hair shader for hairfx so you could define root color and tip color in the material editor would be awesome :)

916
Lighting rez is low since the middle shading for hairs strands take longer to render.
Going to start on a long hairdo next.

PascalR
16-03-2010, 01:10 PM
Hey Tomaya, always nice to see your work on Kaena!
Mike, wow this is looking great, what renderer are you using? Very nice workclap

MikeANash
16-03-2010, 01:32 PM
Thanks a lot Pascal :), it's just 3dsmax scan-line with two lights.

PascalR
16-03-2010, 01:54 PM
Cool, looks great already ! Do you have some sort of transmission control in your 3dsmax shader? That's what I am missing with rfm right now, a subsurface effect on the hair.

MikeANash
16-03-2010, 02:48 PM
I have don't have much transmission control on hair strands in hairfx. I'm only able to play with the IOR settings and reflection dimming levels. I just use the default hairfx settings most of the time.

migusan76
16-03-2010, 03:59 PM
Great hair setups MikeN, very inspiring! Thx's the shader is for mental ray, Not sure if it would work for Max or HairFx, since I've developed it in mind for shave and hair on maya.

tiktok
16-03-2010, 04:41 PM
wow mike! some awesome work! :notWorthy: do you break up these renders into passes at all? what kind of render times are you getting?

:beerchug:
-Bayard

MikeANash
16-03-2010, 06:37 PM
Thanks alot guys :)

migusan76 - Yeah it wouldn't work. Do you know how to take existing max shaders and build on top of them?

tikto - I didnt use any render passes, just a crop and sharpen in photoshop :)
Took around 14 mins to render that, without middle shading take around 1 min

drummermenco
16-03-2010, 07:34 PM
great stuff here guys, thanks for sharing!

BrettSinclair
16-03-2010, 07:35 PM
Lol, the hair master at it again. I'm jealous man.

Is that Hairfx similar too shave and a haircut? Is this the hair and fur that comes standard in max or is this a different plug in?

MikeANash
16-03-2010, 09:57 PM
hehe cheers Brett. It's different from Hair-fx, it's all spline based modeling and it doesn't come with max.

I think a lot of people never used shag-hair since it needed a lot of work to get those realistic results from it.

Intervain
17-03-2010, 04:10 AM
awesome thread - hair has always been an interesting topic for me. I've only worked with XSI's hair in the past and the main issue I've always faced has been the specularity. Looking at Mike's awesome tests [especially the new one :drool:] I guess it's all in the layers heheh...I'm tempted to do some tests now. Thanks for sharing the wisdom guys

oglu
17-03-2010, 04:46 AM
MikeN how long did you work on such a great hairstyle...?
thousands of splines and all done by hand..?

collings
17-03-2010, 09:02 AM
really cool hair Mike :)

here is a video i just found this afternoon, it was shoot at the gdc.
Real-time hair simulation for maybe the next-generation of games.

http://www.youtube.com/watch?v=YF8CUSiPDJ0

BrettSinclair
17-03-2010, 09:14 AM
Oh My God. This just goes too show how far behind shave hair and all the plug ins we have are. I saw some behind the scenes for over the hedge. They have a similar plug in that works real time where you can select some kind of a joint/curve system and shape the hair. Arrg this is frustrating. :banghead:

Intervain
17-03-2010, 11:10 AM
damn that's impressive and like Brett said, frustrating hehe

MikeANash
18-03-2010, 03:21 AM
oglu- Around 1-4 days per hair sculpt.

That nvidia hair is damn impressive.

Pretty much finished the fantasy styled hair lol

Masssive Quiff FTW
947

Manuel Poehlau
18-03-2010, 05:57 AM
Really nice hairstyle :D . So this is hairfx? Do you know if it works well in combination with vray?
I really want to try this plugin. Great work!

migusan76
18-03-2010, 06:33 AM
MikeN, if hairFx supports mental ray rendering in max then actually any shader written for mental ray can work. I've seen users take my maya shaders and connect them through to max. Also there are many other mental ray hair shaders out there for use. Although I think currently you are getting great rendering results. Looking at the shader your rendering with it looks like a Marschner lighting model, which is a great lighting model. I can see how trouble some it is if the shader is not giving you access to the root and tip colors! :banghead:

SorinLupu
21-03-2010, 05:54 AM
If anyone could create a hair shader for hairfx so you could define root color and tip color in the material editor would be awesome

Mike I think you can use p_hairTk for max.
This shader have what you need but I tested in Maya only.
Puppet Shaders: http://www.puppet.tfdv.com/download/shaders_p_e.shtml

MikeANash
26-03-2010, 05:15 AM
Manuel Poehlau - I'm not sure if it works with v-ray.

migusan76 - Yeah, I've tried out Muhair shader for max's mental ray. Problem is I'm using scan-line rendering in max :/

SorinLupu - I've tried p_hairTk for shave&fur, I'm unable to use that along side scan-line rendering.

I finished a long hair wig, it's a real pain in the a$$ to create in Hair-fx. It just doesnt have the correct clumping and curl control you need for long hair.
1070

SorinLupu
26-03-2010, 06:48 AM
Great hair setup!

tonytrout
26-03-2010, 08:58 AM
This shader have what you need but I tested in Maya only.

Hi Sorin , to maya hair? I have tried this in Maya fur successfully, but not been able to connect it up to maya hair :banghead:

Sweet hair MikeN:)

SorinLupu
26-03-2010, 11:28 AM
@tonytrout The p_hairTK shader was designed special for maya hair but he needs p_shader_replacer to work.
In my case I tested only with shave and haircut setup.

Here you can find a tutorial for Maya hair setup using p_hairTK: http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/

tonytrout
26-03-2010, 06:35 PM
Hi thanks for replying Sorin, :thumbsup: I have been there already unfortunately. The tutes for hooking up maya fur not hair and I have been unable to connect the replacer to the equivalent geometry "hair"feedback node, maybe I will ask on djx's blog :banghead:

Edit: finally figured it out. The p-hairtk shader can be assigned directly to the replacer object without going through all the rigmarole as for fur

Ganjica
19-04-2010, 06:08 PM
@MikeN: Those hairs are fantastic! The best I've seen in a while. What plug-in are you using? I'm asking because i'm a bit confused with hair plugins form 3dsmax: as far as i know hair-FX is an old plugin, merged with Ornatrix a few years ago to a new one named HairTrix. Am I right? Can you please explain a bit your technique? Are you using splines? Or just hair from surface?
The most difficult thing for me is not stylizing the hair, that can be more or less easy or frustrating according to the tools and software, but make it looks good. And yours looks soooooooo good I can't believe it! Can you explain your settings or show your shader setup?

Thanks a lot!

oglu
26-04-2010, 06:23 AM
id like to give my hamster some fur... in a style like rhino from bolt...
what would be the best workflow... im try to use the max standard fur tools...

comp all the hair or use guide splines...?
paint a length map or using the cut tools..?

1393

collings
26-04-2010, 07:13 AM
MikeN: woaw that looks terrific :thumbsup:

MikeANash
26-04-2010, 05:00 PM
Thanks guys :)

Ganjica - I believe it is, but it hasn't change at all since the old days. No reason why people couldn't create hair like this 6 years ago.

It just comes down to work-flow and understanding why hair looks the way it does. So then you're able to build up the layers to create the desired effect.
Also, a shitload of work will help a lot :)

Work-flow: I just create splines that control the growth from specifically model growth polys under the models scalp.
I find spline based modeling much better for modeling hair over poly based, you have so much more control.

Here's a screen shot of the splines and other renders people might like.

1395
1397
1396
1398

PascalR
26-04-2010, 05:25 PM
Great tests Mike :sw:

collings
27-04-2010, 06:04 AM
impressive renders,:dance: how long did it take to render it ?

MikeANash
27-04-2010, 03:42 PM
Thanks guys.

Render times are 9-14mins.

collings
27-04-2010, 04:15 PM
omg that's quite fast, i was expecting a higher number :)

Ganjica
05-05-2010, 01:53 PM
Thanks guys :)

Ganjica - I believe it is, but it hasn't change at all since the old days. No reason why people couldn't create hair like this 6 years ago.

It just comes down to work-flow and understanding why hair looks the way it does. So then you're able to build up the layers to create the desired effect.
Also, a shitload of work will help a lot :)

Work-flow: I just create splines that control the growth from specifically model growth polys under the models scalp.
I find spline based modeling much better for modeling hair over poly based, you have so much more control.

Here's a screen shot of the splines and other renders people might like.


Thanks MikeN for the advices! From the picture with the splines I can guess what do you mean with (shitload of work). I had problems with xsi some time ago with splines because you can't add/change the order of the splines once you created the hair, and that has been a big issue for me at that time. That's why I'd like to try max this time and see how the hair tools are.
Cheers!

Geuse
18-05-2010, 01:28 PM
Ok, cool. really great renderings and styling of hair!
I have been trying this aswell, but I haven't really been happy with the results before. So I've read up and learned some and hopefully I'll get better at it.

I'm a maya user so it's maya hair and fur I'm using. mostly hair now.
My workflow is to model a scalp and assigning it some hair curves with paint fx attached. then manipulating the start curves and setting them to static. Is there an easy way to set them to static all at once, cause I have to pick them one by one and it's kinda frustrating. anyway, this only applies to this one hairstyle which is to be fixed in a ponytail. So the hair is static and the ponytail hair is dynamic.

I also tried starting with nurbs curves and assigning paint effects to them, but I can't seem to grow new follicles and have them follow the flow of the curves I created(I was thinking along the line of shave and a haircut's comb using curves feature, but it seem to be unexisting =/). Also shaves comb using curves feature seems to not follow precisely.

So I guess my best bet is to just take the time and style the startcurves and then paint in some more passive follicles.

This is my test and I think it can look quite good in the end. Also I've been trying the p_hairTK shader which is awesome(but it is not shown here)!

Here is another test using the p_hairTk shader and also using the setup I described earlier. I created some curves for the bangs(Lucky Luke's actually) and attached paint fx to them.
Here is a test
http://www.thedagnode.com/tests/mental_ray_hair_test_2.avi

Msquared
11-07-2010, 02:35 AM
Hello to All,

>> This is my first post on CG feedback, and i'm just amazed with the quality of this board, anyway:

I'm actually doing a kinda short movie (i've pick up a 4 minute scene from Blade Runner and i'm reinterprating it in 3D).

I'm writting on that post because i'm actually trying to find the most effective hair solution in maya in terms of quality/rendertimes and i don't own renderman who seems to be pretty awesome for that matter...
My current tools are Maya Vray and some passe in MR (a few) and i can't seem to find any good solution for my problem. What would you suggest me for simple but effective hairs in maya.... all the good hairs i see are or from Renderman, or from Proprietary tools...
I really need tour advice guys,

Glad to be part of the board,

ps: sorry for my english i'm doing my best,

Cheers

Mel

Blades
14-07-2010, 05:30 PM
I'm having trouble getting colour maps to work with p_HairTK (using shave, maya, Mr).

** - Got this working by installing maya sp1

cheers

BrettSinclair
21-07-2010, 11:16 PM
has anyone used this FxHair before? http://www.qualoth.com/sub_features_fxhair.asp

Ganjica
27-07-2010, 11:26 AM
I randomly found a very good guide for any purpose hair creation:

http://www.worley.com/E/Products/sasquatch/man_hair_strategies.html

Enjoy!

sschoellhammer
13-08-2010, 01:31 PM
Wow. Seriously amazing hair Mike. I'd pay gold to see a time lapse of you wrangling those splines :)

keraj37
14-09-2010, 03:12 AM
Here is how I make hairs in 3ds max, mental ray and vray.

First off all I need to say that I have no external plugins for hairs in 3ds max - so I use only Hair&Fur. I think it you can make evrything with it if you can spend enough time with it.

So I use h&f, and usualy render it in mental ray with mr prim engine (you can set it in effects control panel). It gives amazing effects. But... the problem is that on my machine it is offten that it doesnt want to render, it stacks on the begining or while calculating photon emission. So it was in the procject that you can see below. So I had to render charcater in mental ray but hairs... I converted to mesh and rendered it in vray. Vray is much faster rendering hairs and calculating GI on hairs. I mean it can handle more plygons and more complicated mesh during GI calculations.

In vray I set up lanczor filter for aa with more than 2 pixels wide (on this one I used 4) so the hairs are nicely blured. In this project I did it to much so the hairs are looking like pasted form other image.

I render hairs with some vraymtl shader (usualy refl. `0,5 and gloss. `0,6) when the rest of the mesh is mate with alpha contribution -1.0 and affect alpha checked. So I have render of the hairs and alpha of it, render of the character form mr, and I can merge it in photoshop. Below is render of hairs only and final effect.

Hope it helps somehow, but prodibly you already know that technic:)
cheers!

2953

2954

keraj37
14-09-2010, 04:57 AM
and here also the best hairs I ever made with h&f, rendered in mr with mr prim:

http://features.cgsociety.org/newgallerycrits/g53/311453/311453_1260781998_large.jpg

Kel Solaar
14-09-2010, 09:12 PM
I mean it can handle more plygons and more complicated mesh during GI calculations.

Well I think MR is really capable to render a lot of things, with heavy number of polygons and this using GI, and I would not say less than VRay :). The main issue with it, is that you often need to put your hands deep into the engine tweaking whereas a VRay will often work better "Out of the Box".

Your first hair render really lack of control, it's like you have emit the hair from the head, put a lot of kink in the hair and hit render. The second one is much more interesting and shows more control.

KS

keraj37
14-09-2010, 09:52 PM
Thanks for the info, what I said is just my expiriance of non mental user. I quess that mr is capable to render it but just on my machine with my mr skill I cannot do this - I mean set the mr engine to make it. About the hairs - I know that thay dont look good, but I just tried to express my workflow of making hairs.

cheers!

bneall
15-09-2010, 03:37 PM
Very nice hair testclap
Unfortunately no one from Weta will be able to answer your question here as this is directly related to Weta's pipeline which is confidential :( Still there are some information available if you look at the link I posted earlier.


I find this kind of bizarre, how does saying if a hair system is spline based or not reveal any trade secrets or in anyway compromise Weta's technology base among its competitors?

That is like asking if Weta use bitmaps for textures? Can't tell you! if you know you can magically reconstruct an entire pipeline with the ability to out do Weta with the mere revelation of an abstract concept.

PascalR
15-09-2010, 03:55 PM
Ben, that's the way it is unfortunately
Sorry!

Infinite
15-09-2010, 11:40 PM
OooOooooh! Pascal you tease!! :drool:

Not sure if this has been posted already. A very cool workflow for SI users. (thanks originaly to Joe and Paul for the links)

Designed by Anto Matkovic for ICE in Softimage

http://www.matkovic.com/anto/kristinka-hair-a.png (http://www.matkovic.com/anto/kristinka-hair.html)

http://www.matkovic.com/anto/kristinka-hair.html

bneall
16-09-2010, 09:36 AM
This is from King Kong era, I would assume the current hair/fur tools are an evolution of this method.

"Deformers are the tools that the groom TDs use to create the desired look. They range from simple deformers (such as noise and wave), to more complicated directional deformers (such as clump and wire deformers). The clump deformer, as the name suggests, allows artists to bend surrounding hairs towards a central hair. The wire deformer is a curve, with an arbitrary number of CVs, that grows from the skin and can be modeled. It affects surrounding hairs, within a region of tolerance. Within a single character, there can be a number of “groom programs” that specify the fur characteristics for different parts of the body. Kong, for example, had different “groom programs” for his arms, head, chest, etc.

To control the fur deformers, artists must specify a variety of attributes across the surface, using texture maps or per-vertex primitive variables (painted in Maya’s Artisan). These attributes include length, baldness, density and other control parameters for deformers."

link: https://renderman.pixar.com/products/whats_renderman/showcase_kingkong.html

"We also used SyFlex to simulate some of the fur dynamics on Kong himself. With SySkin in mind we modeled cages around several sections of Kong's body. For example, for the arms, we modeled a cage that included the arm's geo and fur volume. We then converted the cages into a three-layer sySkin element and using a standard Maya Wrap Deformer, we deformed the guide curves that were created with Weta Digital's in-house tools for fur. This allowed us to have fast and reliable dynamic solves for secondary motion in Kong's fur. SyFlex proved once more to be a very flexible tool for our needs. "

link: http://www.syflex.biz/gallery_weta2.html

The wire deformer tools is basically the same idea as curve based sculpting, only better since it is non destructive. The system is closer to how maya hair follicle works but with custom deformer tools. On Kong it looks like they used some different simulation tools to wrap onto these curves for animation.

Infinite
16-09-2010, 09:40 AM
Nice info.

Soooo..........talking of confidential :drool: How did Digital Domain do the hair on Jeff Bridges for the new Tron Movie? He is sporting a lovely bouffant! :bouncy:

It always seemed daft to me that each studio have their own expensive custom built throw away secret hair solution.

xvampire
04-12-2010, 08:00 AM
hi I am new here :)

http://i3.photobucket.com/albums/y90/arriev/women3.jpg
http://i3.photobucket.com/albums/y90/arriev/wip.jpg
0
my attempt using kristinka hair ...... :o3http://www.matkovic.com/anto/kristinka-hair.html
the technical pressure is pretty nasty for old fashioned artist like me, luckily last night one of my friend helped me to learn ICE node.

oglu
17-12-2010, 09:00 PM
found a kristinka vid...
http://www.vimeo.com/17887483

and here is an other hair tool for ice...
http://opensource.studionestbarcelona.com/melena.html

Kel Solaar
17-12-2010, 09:45 PM
Melena is what I used for my Naruto character, one of the potential issue with it is that Studio Nest is using Arnold, and that I'm not sure it's renderable easily under MR without some work. Otherwise it's awesome !

KS

valerio
16-03-2011, 01:19 PM
Hi guys, I was trying to give the p_hairtk shader a try, but it won´t render in color, only black and white, does anyone knows why this happen ? thanks in advance for any help! :)

http://i1094.photobucket.com/albums/i441/gerardovalerio/test_hair_01.jpg

pitiwazou
05-05-2011, 10:52 PM
Hello,

Somebody know how to export fur in 3Delight or other when we use hair system to drive the fur direction ?

I'm using this video for the fur, it's a very usefull technic.

http://www.youtube.com/watch?v=xzH75_9TKAY&feature=player_embedded#at=433

My problem is when I want to export my fur, I need a map for the direction, but with the hairsystem, that dosn't works.

I use the paint fur attribute tool, choose the direction and flood the map to create a map with the current settings.
But the map is not correct :(

Can you help me plz ?
What is the good workflow to export fur with direction ?

oglu
17-05-2011, 06:53 AM
im working on eyebrows for my current char..
but its harder than i tought...

im using planes objects to grow the hair and a ramp shader for the density...
is there a better way..?

BrettSinclair
21-06-2011, 09:56 AM
http://3docean.net/item/maya-gmh-hair-script/146755?ref=omnione Thought some of you may be interested in this. Looks like its similar to hairfarm. But using maya native paint effects tools.

pitiwazou
21-06-2011, 11:13 AM
I have tested, it's pretty cool, but it's not like hairfarm.
The extrude is like hairfarm, but the result is not.
That create hair around the poly, not on the surface like hairfarm.

pitiwazou
21-06-2011, 11:30 AM
My first attempt to fur on Guerilla !
It's for a commercial project.

http://www.pitiwazou.com/wp-content/uploads/2011/06/cedric_lepiller_pitiwazou_doggy_rendu_005_600.jpg

Maya fur and guerilla fur with 40 000 000 of fur.

Very hard to export the fur maps from maya !

moonjam
21-06-2011, 09:38 PM
Awww... He looks so adorable!

tonytrout
21-06-2011, 10:00 PM
http://3docean.net/item/maya-gmh-hair-script/146755?ref=omnione Thought some of you may be interested in this. Looks like its similar to hairfarm. But using maya native paint effects tools.

His studies paper on the link page makes interesting reading.

ulf
24-06-2011, 08:57 PM
fidos own fur system looks great!

http://fido.se/ourwork.html?id=23469574

BrettSinclair
24-06-2011, 09:09 PM
Damn that looks hot. Why don't we have that :(

ulf
24-06-2011, 09:13 PM
yaaa, sexy what?...maybe they make it public available one day...
plus it got the houdini style nodes setup inside maya :drool:

BrettSinclair
24-06-2011, 09:14 PM
I saw some tech vid for over the hedge a few years back on their fur, in Maya I think it was. We still don't have that tech:/

pitiwazou
08-07-2011, 10:15 PM
Somebody know some tutorials for shave and haircut technics to make long and realist hair ?
Exept the digital tutors tutorial !

Thx

ulf
08-07-2011, 10:21 PM
i dont know a tutorial, but i think a good start would be by placing curves by hand, and then using the "comb using curves" feature.

pitiwazou
08-07-2011, 10:59 PM
I'm currently trying this technique.
That's work, but it's looooooooong !!! And I need lot of curves to have a good result.

pitiwazou
08-07-2011, 11:29 PM
Another technic is to use polygons and create curves inside like Pascal did in the first page.
Somebody know any plugin for this ?

This plugin create curves around the polygon, not inside :(
http://phungdinhdung.com/Studies_paper/GMH_index.shtm

pitiwazou
09-07-2011, 04:39 AM
I found better, Guerilla do this already ^^
I just need to create some nurbs surfaces and with a procedural, I have my hairs !

Very good !

BrettSinclair
09-07-2011, 05:23 AM
Ye really wish we had a hairfarm type solution for maya or softimage:/.

pitiwazou
09-07-2011, 06:40 AM
Some plugin exist, but they are not so usefull.

tonytrout
09-07-2011, 05:02 PM
I dont know if this is of interest to anyone or if you know this already, but when I was trying to get some better shaped floating hair shapes in maya hair some time ago, I found by accident that you can select the output curves of the hair system and make them dynamic (again) which adds another follicle and attaches a second output curve to the first which is joined at the end. When animated as here with a bit of turbulence it creates quite nice shapes if you interpolate the clumps a bit. Two spheres below with the same hairsystem and some pfx hair for demonstration. Blue hair (front sphere) curves have been piggy-backed, red (back sphere) just normal. I doubled the number of hairs on the red hair so the render was comparable.

7466
7467

The thing to note is that once the hair is attached to each of the double curves that it draws the ends of the clumps back into a more pointed shape where they are joined at each end and it works dynamically.

pitiwazou
09-07-2011, 11:53 PM
That's Good !

oglu
30-08-2011, 11:18 PM
is there any way to get a haircut like this done with max standard hair tool..?
there is no real clumping or spline weighting... i lost my hope to get this working...


http://www.hji.co.uk/hjimages/images/qhs2754/hji/medium/2007-blonde-messy.jpg

popol
12-09-2011, 06:32 AM
Yeti is Peregrine Labs new product focused on fur, feathers, leaves and generating lots of things based around familiar working concepts of a procedural graph directly within Autodesk’s Maya.

http://peregrinelabs.com/yeti/

Kel Solaar
12-09-2011, 11:17 AM
Wow looks promising, at last something with control, hope we can get ride of shave with this!

KS

cgriders
12-09-2011, 06:53 PM
A Maya tool to make realistic hair with Shave and Haircut and nCloth (http://sites.google.com/site/cgriders/jc/hair).

Bigguns
05-11-2011, 10:59 AM
hi all,

Here's a custom made Vray hair shader with multiple blend material etc, pretty complex set up and not so fast to render, but I like the look of it, not 100 % accurate, but pretty close I think. It's full reflection, no specular, so it's affected with GI, environnement reflection,etc.

There a a ****ing bug in 3dsmax with hair and fur, that I get all the time! does anyone else got that bug? and if yes, let me know if there is a way to make it work.

The bug is this : On the teapot, I was able to render it in MRprime mode with Vray and putting my Vray material into the mr material and it was working ace ( by the way, the aliaising is better when using the mrprime mode compared to the geometry mode with Vray). I then copy the hair and fur modifier that was on the teapot and put it on the sphere, combed it, and then when rendering, the hair do not show off at all at render time!! but those on the teapot are still working! I had to render the spehere in geometry mode and getting bad AA...

Max and his bugs really piss me off.. zero stability...

Let me know what you think. ( by the way on the teapot the 2 images use a different blond variant shader.. and GI is on in those test, not strong but there.)

tonytrout
08-11-2011, 05:21 PM
A Maya tool to make realistic hair with Shave and Haircut and nCloth (http://sites.google.com/site/cgriders/jc/hair).

I had a look at this but Im struggling to see what advantage this offers over just extracting curves from some ncloth strips and applying shave for stills. Im sure its very usefull but would you mind explaining a bit more

Ballo
09-11-2011, 01:45 AM
Thanks for the link, Yeti, looks quite useful with nodes and conformable control!

popol
09-11-2011, 10:50 AM
if you missed this the new release of krakatoa come with hair rendering and a lovelly marshner hair shader.:)

http://youtu.be/yXkwj8ZnQEs

MikeANash
09-11-2011, 01:33 PM
Thought i'd give people a heads-up looking for alternatives, there's a hair shader coming out with V-rays next release.

popol
09-11-2011, 01:53 PM
Thought i'd give people a heads-up looking for alternatives, there's a hair shader coming out with V-rays next release.

Good news !

:thumbsup:

Cory
25-11-2011, 09:26 PM
For laying guide curves is there any specific workflow you guys use? Should all the guide curves be placed at once or should they be layered on top of each other after certain patches of curves are finished?

companioncube
26-11-2011, 09:39 PM
Thought i'd give people a heads-up looking for alternatives, there's a hair shader coming out with V-rays next release.

hell yeah, about time!

Cory
01-12-2011, 10:54 PM
I've been messing about with maya hair for about a week and this is what i've come up with, any feedback would be appreciated! renders in maya software.
http://img40.imageshack.us/img40/8223/wiphairshortside.jpg
http://img43.imageshack.us/img43/2723/wiphairlongside.jpg
and guide curves for those who are interested:
http://img208.imageshack.us/img208/7938/wipguidecurves.jpg

ulf
01-12-2011, 10:58 PM
thats lookin really good cory.

whats your way for guide curve creation/styling?

Cory
01-12-2011, 11:20 PM
Thanks ulf, I sculpted some hair in zbrush, retopologized it topogun, brought it into maya then converted the edges to curves. For the smaller curves it's mostly hand placed/duplicating groups of curves. Styling is selecting cv's and rotating/moving them. I don't think this is the most efficient way of doing it but hey, it seemed to work. lol

Here's the mesh i started everything from:

ulf
01-12-2011, 11:23 PM
thx for your explanation!

oglu
01-12-2011, 11:55 PM
you could try the free version of 3delight to render the hair...
rendering with deep shadows is really fast there...

http://www.3delight.com/en/index.php?page=3DFM_overview

MDB101
20-12-2011, 08:49 PM
Yah know, I am wondering if somehow we can render to texture using Ornatrix hair or max hair / fur. like bake that information onto cards like on a game characters.. that would be so awweeesome!!