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© 2025 Daz Productions Inc. All Rights Reserved.
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No. With LAMH you can create all your own hairs the way you want, for the figures you want and with your desired settings, style it around the pose or render using Renderman Curves, save a preset instead of runtime files, etc.
Hair figures like the ones we always had can't touch that.
What i mean is if you can export what you create with LAMH in mesh form (.obj) and redistribute it, then end users will not need LAMH if they can just use the OBJ as is or to create a more advanced mesh product based on the exported LAMH mesh.
Unless that is the intent of the creators of LAMH, i have just seen mine and others commercial mesh stolen and pirated many times, so I am just being devils advocate
No. With LAMH you can create all your own hairs the way you want, for the figures you want and with your desired settings, style it around the pose or render using Renderman Curves, save a preset instead of runtime files, etc.
Hair figures like the ones we always had can't touch that.
What i mean is if you can export what you create with LAMH in mesh form (.obj) and redistribute it, then end users will not need LAMH if they can just use the OBJ as is or to create a more advanced mesh product based on the exported LAMH mesh.
Unless that is the intent of the creators of LAMH, i have just seen mine and others commercial mesh stolen and pirated many times, so I am just being devils advocate
There are, and will continue to be, many advantages to using LAMH native hair over the obj hairs.
As with any static mesh, there are limitations to what,and how, one can get things done with OBJ hair.
EDIT: Also, the value to having LAMH on a system will continue to climb. We are not sitting idle, many new and exciting things are on the way. Those of you who know me, know that I don't speak lightly. And I'm REALLY excited about where we're taking LAMH. :-)
Kendall
What is the licensing for presets downloaded from your site? Are they commercial use?
No. With LAMH you can create all your own hairs the way you want, for the figures you want and with your desired settings, style it around the pose or render using Renderman Curves, save a preset instead of runtime files, etc.
Hair figures like the ones we always had can't touch that.
What i mean is if you can export what you create with LAMH in mesh form (.obj) and redistribute it, then end users will not need LAMH if they can just use the OBJ as is or to create a more advanced mesh product based on the exported LAMH mesh.
Unless that is the intent of the creators of LAMH, i have just seen mine and others commercial mesh stolen and pirated many times, so I am just being devils advocate
Users could spend thousands on different hair figures and they’ll never have what LAMH offers. That's why people is actually using the plugin.
I don't know what you mean with stealing and pirating here.
All of the presets from myself, and Alexa are for whatever use are desired. Those uploaded by individuals should specify their terms. I'll leave Alex to speak specifically on his presets.
Kendall
What i mean is if you can export what you create with LAMH in mesh form (.obj) and redistribute it, then end users will not need LAMH if they can just use the OBJ as is or to create a more advanced mesh product based on the exported LAMH mesh.
Unless that is the intent of the creators of LAMH, i have just seen mine and others commercial mesh stolen and pirated many times, so I am just being devils advocate
Users could spend thousands on different hair figures and they’ll never have what LAMH offers. That's why people is actually using the plugin.
I don't know what you mean with stealing and pirating here.
Especially when we're working so hard to add new things to do with the "hairs." Where else can one use spatulas as hairs, or use shrubs as the hairs? Only LAMH as far as I know. Things are only going to get more interesting. The possibilities are "Infinite"....
Kendall
Thanks Kendall, just trying to look out for you guys, Looks like a great product and I hope to be getting it soon.
Thanks for your support. We really do appreciate everything!
Kendall
The presets done by me (Alessandro) available at www.furrythings.com/presets can be used for both commercial and not commercial use. Of course they cannot be resold.
Hi there! I'd like it if while in the hair "saloon" we were able to rotate around the hair group itself rather than the entire figure.
Thanks! Still loving the product.
M.
:-)
What i mean is if you can export what you create with LAMH in mesh form (.obj) and redistribute it, then end users will not need LAMH if they can just use the OBJ as is or to create a more advanced mesh product based on the exported LAMH mesh.
Unless that is the intent of the creators of LAMH, i have just seen mine and others commercial mesh stolen and pirated many times, so I am just being devils advocate
Users could spend thousands on different hair figures and they’ll never have what LAMH offers. That's why people is actually using the plugin.
I don't know what you mean with stealing and pirating here.
Especially when we're working so hard to add new things to do with the "hairs." Where else can one use spatulas as hairs, or use shrubs as the hairs? Only LAMH as far as I know. Things are only going to get more interesting. The possibilities are "Infinite"....
Kendall
If I may add something to this conversation. When you buy LAMH you are not buying a hair prop, you are buying a hair creation system. Eventually you'll have a hair prop as a result of using LAMH but that hair prop will be just that, a static hair prop. In and of itself it will just be a mesh created according to an individual person's vision. You will not be able to style or change the prop in any way without resorting to LAMH where you'll most likely have it saved as a pre-set or opening it in a modelling program and moving vertexes around (which would be quite tedious I would think). In other words, if exporting to .obj you end up with a mesh little different from one someone might have created in a modelling program like Modo. You'd then need to create custom texture maps, transparency maps and rig it to a specific figure. Someone might then buy the end result but it will be just another hair prop. They'd be limited to whatever texture maps comes with it and what, if any, styling morphs are included.
Or a person could buy LAMH, create the hair he wants for the character he wants, style it any way he wants with brushes, make it whatever color he wants and then save it as a preset, export and render and then go back and change any or all of the mentioned aspects.
Yes, there's a learning curve as is usual for many creation tools. You're not buying a model, you're buying a modelling tool. ;)
I have a question. I purchased this wonderful looking product this weekend, but haven't had the time to install it, still working on installing Studio on my new computer, but I was wondering about mustaches. I assume it can do the basic type of mustache, but what about fancier, styled types? My husband has an annoying character that I am trying to create in studio and one of his most annoying features is his mustache, it is long and is twisted out to the sides past his head. Is any of this possible with LAMH?
Noted it! :)
Hi Zelroth, some time ago I created some old style, weird mustaches, just for fun (see attached images). With a little bit of experimenting, you can achieve incredible results. Try for example creating two separate shave groups, one for the left and one for the right mustache as I did for this old guy, or as my friend Steve did for the Afro guy here.
Users could spend thousands on different hair figures and they’ll never have what LAMH offers. That's why people is actually using the plugin.
I don't know what you mean with stealing and pirating here.
Especially when we're working so hard to add new things to do with the "hairs." Where else can one use spatulas as hairs, or use shrubs as the hairs? Only LAMH as far as I know. Things are only going to get more interesting. The possibilities are "Infinite"....
Kendall
If I may add something to this conversation. When you buy LAMH you are not buying a hair prop, you are buying a hair creation system. Eventually you'll have a hair prop as a result of using LAMH but that hair prop will be just that, a static hair prop. In and of itself it will just be a mesh created according to an individual person's vision. You will not be able to style or change the prop in any way without resorting to LAMH where you'll most likely have it saved as a pre-set or opening it in a modelling program and moving vertexes around (which would be quite tedious I would think). In other words, if exporting to .obj you end up with a mesh little different from one someone might have created in a modelling program like Modo. You'd then need to create custom texture maps, transparency maps and rig it to a specific figure. Someone might then buy the end result but it will be just another hair prop. They'd be limited to whatever texture maps comes with it and what, if any, styling morphs are included.
Or a person could buy LAMH, create the hair he wants for the character he wants, style it any way he wants with brushes, make it whatever color he wants and then save it as a preset, export and render and then go back and change any or all of the mentioned aspects.
Yes, there's a learning curve as is usual for many creation tools. You're not buying a model, you're buying a modelling tool. ;)
To add to Harry post, as he wisely said, ("Yes, there's a learning curve as is usual for many creation tools. You're not buying a model, you're buying a modelling tool"), the possibilities offered by Look at my Hair are so many that is impossible to master those in 20 minutes. It is indeed VERY simple to load an existing preset, change styiling a little bit and render; but creating a custom, complex hair model requires to understand and experiment with all the tools and features offered by the plugin.
Before I forget, I wanted also to clarify again that OBJ file exported from LAMH can be squeeze upon exporting acting on the "geometry complexity" slider, and that LAMH will even create the texture map needed to be applied to the hair prop/mesh.
So, when export to OBJ is done, you have all the files needed to be fed to Octane, Lux, Vue, Keyshot and else.
We are working very hard during these days (if you ask Kendall, we didn't even stop on XMas or the 1st of the year) to bring a 1.1 update that will address a few issues, and introduce some features that will make styling and workflow even more intuitive and simpler than what it is already.
We are not sitting here still, believe me, and new exciting stuff that we can't disclose yet is due very soon.
Some features that I would like to see:
A way to adjust the curve of the Spherize tool so the hair can be bent over near the root while being able to adjust the rest of the hair to be curved or straight after the bend.
This could also be accomplished to some degree with a styling brush that would allow you to pull the hair straight. The current problem, which you have mentioned is a high priority, is the collosion issue. When you try to pull the hair, especially long hair, it is easy to pull the hair below the object surface and then it disappears.
Some sort of grouping brush to gather a bundle of hair and bring it together. For example, to create a pony tail.
Also, to be able to take that bundle of hair and rotate all the hair from the gathering point to the end of the hair as a group in any direction needed, with possibly some sort of bend radius adjustment. This maybe could be a different tool that could be used in multiple ways to bend/move groups of hair.
Be able to lock sections of hair from any movement and then style the ends without impacting the base of the hair. I am invisioning some sort of paint brush to be used to draw on the parts of the hair to be locked.
Brain freeze, can't remember anything else right now.
Keep up the good work.
How did you get a picture of my white board? :-)
Kendall
Very interested in this one, is there some demo version or vids that I can check out from users who are currently working with it? I would just like to see how fluid the workflow with this is, kind of hands-on.
There are lots of extras, including tutorials and presets. Most are linked from: http://www.furrythings.com
Kendall
Hi
Please help me.
When I try to begin "look at my hair" appears a message: fatal error. The attached photo shows a complete message.
Thanks
Adolfo ( roinuj_54@hotmail.com)
Please contact me at: krsears (at) trdc.biz so that I can help you solve your problem.
Kendall
How did you get a picture of my white board? :-)
Kendall
One other feature that would be great is a brush/comb tool that would allow you to comb the hair in any direction without changing the shape of the hair. For example, say you have spherized the hair to lay like you want it, but you want to change the direction of certain parts of the hair. You could comb it in the direction you want while retaining the shape by having the hair rotate on the root only. This could be very useful for blending areas between where the spherize direction was different. i.e. the fur on the back of an animal is laying toward the back and the fur on the ear is going up. You could blend the area at the junction where the fur is going in opposite directions.
Alan
One other feature that would be great is a brush/comb tool that would allow you to comb the hair in any direction without changing the shape of the hair. For example, say you have spherized the hair to lay like you want it, but you want to change the direction of certain parts of the hair. You could comb it in the direction you want while retaining the shape by having the hair rotate on the root only. This could be very useful for blending areas between where the spherize direction was different. i.e. the fur on the back of an animal is laying toward the back and the fur on the ear is going up. You could blend the area at the junction where the fur is going in opposite directions.
Alan
Hello Alan, you made very good points and I'll be discussing these with Kendall.
One more just came to mind, but I bet Kendell already has it on his whiteboard. Inverse clumping. i.e. grass clumps. Oh, and with a randomness adjustment. ;-)
Whether this makes it in or not, what is your approximate timeline for the next release? I am really looking forward to it. And thanks again for being so supportive of everyone on the forum and of your software. Great customer service.
Alan
timeline: sooner than you'd expect, but longer than we want.
Kendall
timeline: sooner than you'd expect, but longer than we want.
Kendall
Have you considered getting into politics ;-)
Have you considered getting into politics ;-)
I'm posting here in the Daz Forums, I thought that WAS politics. :-)
Kendall
I am waiting on the Update before I purchase so I hope its not too long..
Cheers,
S.K.
Hi guys!
I don't know if anyone has suggested something similar, and I apologize if so, but here's something else I'd like to see:
In a hair group, after using a tool like spherize, I'd like there to be a Point Lock capability. So, in that group, you can choose the number of points on the hair to lock in place, so that further styling won't move them. This way, you would be able to spherize, lock the first, say, five points closest to the scalp, then use spherize again in a different direction, lock the nect five points, and spherize in the initial direction. A way to make wavy hair? Also, being able to lock the points closest to the scalp would prevent the hair from being pulled into the head...
Hope this was clear.
Thanks!
M.
One nasty habit of lamh is that it resets the shader of the hair whenever i move a figure. I would like it to keep the shader once it has created the hair object. It probably would be acceptable to choose an option for a "custom shader" in the menu (where you select standard or advanced shader). The toon hair in the illustration below (i applied a shader-mixer shader on, left) gets reset to the default shader when an expression is applied, but the default shader (right) is not suitable for that kind of thick hair. I think it would benefit the applicability of lamh if user-made shaders would be better supported (i am thinking of grass, hedgehogs and such).
Also for similar hairstyles like that, it would be convenient if the "density" setting for the preview (the thing right of the eye-symbol) would allow for fewer hairs. The minimum in the illustration seems to be 1000 hairs or so (the toon figure has only 100).