Look at my Hair: Your Turn. We want to hear from you.

13

Comments

  • DisparateDreamerDisparateDreamer Posts: 2,511
    edited December 1969

    alanb11 said:
    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

    Try clump and tilt roots, along with density mapping to get this effect :)

  • DisparateDreamerDisparateDreamer Posts: 2,511
    edited December 1969

    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).

    Wooooooooow fanastic toon hair!!! I love it! I gotta try that :D

  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    I would love to be able to load density maps instead of needing to paint them in the program. Being able to import photoshop brushes to paint with would also be excellent, but I expect that's too much to ask.

    Also, the ability to paint/fill/clear density maps across an entire figure rather than just one surface is sorely needed. [There may be a way to do it...I could have sworn I managed it by accident once but for the life of me I could never replicate it].

  • Sal UKSal UK Posts: 432
    edited December 1969

    I would love to be able to load density maps instead of needing to paint them in the program. Being able to import photoshop brushes to paint with would also be excellent, but I expect that's too much to ask.

    Also, the ability to paint/fill/clear density maps across an entire figure rather than just one surface is sorely needed. [There may be a way to do it...I could have sworn I managed it by accident once but for the life of me I could never replicate it].

    You can already load in desity maps https://www.youtube.com/watch?v=90b0oOAc2zw

    Its nearly 5am here I did make some you can edit using M4 UV's on genesis Ill post them later today so you can have a mess with them if you like.

    Steve.

  • agent unawaresagent unawares Posts: 3,513
    edited February 2013

    Sal UK said:
    I would love to be able to load density maps instead of needing to paint them in the program. Being able to import photoshop brushes to paint with would also be excellent, but I expect that's too much to ask.

    Also, the ability to paint/fill/clear density maps across an entire figure rather than just one surface is sorely needed. [There may be a way to do it...I could have sworn I managed it by accident once but for the life of me I could never replicate it].

    You can already load in desity maps https://www.youtube.com/watch?v=90b0oOAc2zw

    Its nearly 5am here I did make some you can edit using M4 UV's on genesis Ill post them later today so you can have a mess with them if you like.

    Steve.
    ...Oh god. So that's what all those surface sections were for. I never paid much attention to that tab other than to change the shader. Being able to paint across the whole figure would still be nice, though not really mandatory if I can load images.

    Thanks! I would love to mess around with your density maps.

    Post edited by agent unawares on
  • Sal UKSal UK Posts: 432
    edited December 1969

    Sal UK said:
    I would love to be able to load density maps instead of needing to paint them in the program. Being able to import photoshop brushes to paint with would also be excellent, but I expect that's too much to ask.

    Also, the ability to paint/fill/clear density maps across an entire figure rather than just one surface is sorely needed. [There may be a way to do it...I could have sworn I managed it by accident once but for the life of me I could never replicate it].

    You can already load in desity maps https://www.youtube.com/watch?v=90b0oOAc2zw

    Its nearly 5am here I did make some you can edit using M4 UV's on genesis Ill post them later today so you can have a mess with them if you like.

    Steve.


    ...Oh god. So that's what all those surface sections were for. I never paid much attention to that tab other than to change the shader. Being able to paint across the whole figure would still be nice, though not really mandatory if I can load images.

    Thanks! I would love to mess around with your density maps.

    Your welcome I did post them in the other thread for LAMH but saving you time to look for them I will re-post them when I get up probably about noon today GMT time Im off to bed now... :)

    Steve.

  • DisparateDreamerDisparateDreamer Posts: 2,511
    edited February 2013

    I would love to be able to load density maps instead of needing to paint them in the program. Being able to import photoshop brushes to paint with would also be excellent, but I expect that's too much to ask.

    Also, the ability to paint/fill/clear density maps across an entire figure rather than just one surface is sorely needed. [There may be a way to do it...I could have sworn I managed it by accident once but for the life of me I could never replicate it].

    You CAN import density maps, and you CAN load your own brushes to paint with. :)

    to load a density map: on the top hover over the wheel that looks like a cog, it says "setup current hair group"
    Click it, and scroll down-- on each surface you have grown hair on, such has skin head, shin neck, skin face, whichever, click the + sign beside the density map. If you have already started painting, this will have a custom user created one.
    what I personally like to do, is paint the hard area, like around mouth and eyes and ears, and save the preset. This backs up the density map. Then I grab the density map and line it up with the texture map and clean up my mistakes. I save it back, go back into LAMH and load up the new, tidier density map. WOO looks great. :) Of course you can just make the density map and load it without a back and forth....but i am bad at painting in general so this is easiest for me :P

    To use a photo shop brush, use save as a png file and now you can import in LAMH... under 3D paint click the paw icon and load in the new png.
    Honestly I don't have photoshop, That thing is waaaaaaaaaaaay too overpriced for me to ever afford and I've gotten used to the free GIMP program and a lot of photoshop brushes don't work in it, or I use project dogwaffle (which is freaking amazing btw). I'm not sure why preference should only go to one program ;) Png seems a good universal way to go!

    ooooooooooh boy. Took me so long to write this that 3 replies took place. *falls over*

    Post edited by DisparateDreamer on
  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    I would love to be able to load density maps instead of needing to paint them in the program. Being able to import photoshop brushes to paint with would also be excellent, but I expect that's too much to ask.

    Also, the ability to paint/fill/clear density maps across an entire figure rather than just one surface is sorely needed. [There may be a way to do it...I could have sworn I managed it by accident once but for the life of me I could never replicate it].

    You CAN import density maps, and you CAN load your own brushes to paint with. :)

    to load a density map: on the top hover over the wheel that looks like a cog, it says "setup current hair group"
    Click it, and scroll down-- on each surface you have grown hair on, such has skin head, shin neck, skin face, whichever, click the + sign beside the density map. If you have already started painting, this will have a custom user created one.
    what I personally like to do, is paint the hard area, like around mouth and eyes and ears, and save the preset. This backs up the density map. Then I grab the density map and line it up with the texture map and clean up my mistakes. I save it back, go back into LAMH and load up the new, tidier density map. WOO looks great. :) Of course you can just make the density map and load it without a back and forth....but i am bad at painting in general so this is easiest for me :P

    To use a photo shop brush, use save as a png file and now you can import in LAMH... under 3D paint click the paw icon and load in the new png.
    Honestly I don't have photoshop, That thing is waaaaaaaaaaaay too overpriced for me to ever afford and I've gotten used to the free GIMP program and a lot of photoshop brushes don't work in it, or I use project dogwaffle (which is freaking amazing btw). I'm not sure why preference should only go to one program ;) Png seems a good universal way to go!
    Photoshop CS2 is free at Adobe's website, albeit with a standard butt-covering warning about how it's unsupported.

    I'm not suggesting LAMH should only be able to load Photoshop brushes, just that it would be nice to have the option, especially if the presets for variable scattering, size, and density could be carried in [the current brush loader was one feature I did manage to find :lol:]. It'd be more of a bells-and-whistles thing as far as I'm concerned, if it could even be done.

    Project Dogwaffle is pretty awesome, even if all I've ever done with it is particle brush doodles. That program is amazing. XD

  • DisparateDreamerDisparateDreamer Posts: 2,511
    edited December 1969

    dang that seems like a high demand. Makes way more sense to load the texture map in photoshop and use all your brushes than to ask for those high end brushes (brushes have their own density /variable scattering settings? blarg) A flat picture sure but huh? Lamh isn't a paint program >_< and neither is garibaldi.

  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    It's not a demand, it's just something that would come in handy. [Your brushes don't have those settings? blargh. ;)]

    And of course it's not a paint program, but something more versatile to paint density maps with would be quite useful. Right now it's difficult to get a nice-looking faded out hairline using LAMH alone. If it could be done from within the program at some point, why not? Can't hurt to ask. :lol:

  • DisparateDreamerDisparateDreamer Posts: 2,511
    edited December 1969

    "high demand" more like "high request" or high wishes. ;) Hehe.... Far as I know, no, Gimp can't, but PD Pro definitely has stuff like that, but aren't all those things program specific? and probably somewhat protected by the program? So I wouldn't ever count on special effects from photoshop brushes to work in other programs.

  • Faeryl WomynFaeryl Womyn Posts: 3,658
    edited December 1969

    Actually you can get photoshop brushes to work in other programs by using ABRViewer and save to the format you want for use in the program you want.

    Paint Shop Pro (you can get version 7 and 8 trial versions for free and never have to stop using them after the time ends) can do transmaps to make the ends of hair fade out just like photoshop and other programs.

  • DisparateDreamerDisparateDreamer Posts: 2,511
    edited December 1969

    Okay... well that's a whole different ball park and i think we're off the topic... anyway back to LAMH and sorry for derailing it! ;)

    So.... i love LAMH ^^
    Currently making hairstyles :)

  • Alessandro MastronardiAlessandro Mastronardi Posts: 2,629
    edited December 1969

    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.

    Hi Melissa, yes Point Lock will definitely be in upcoming update. Thanks for the suggestion!

  • Sal UKSal UK Posts: 432
    edited December 1969

    Ok here is some density maps a bit later than I thought but hey they are here.. :)

    When you load up genesis in studio make sure you goto surfaces and select M4's UV mapping, it is only so the Uv's match up right when it goes to LAMH after you have made your hair you can change the UV's to whatever you like as it will not alter the hair, but if you want to make changes make sure you swap back to M4 UV's when you go back to lamh just incase it comfuses something...lol

    Steve

    NewBeardOnly.jpg
    512 x 512 - 112K
    DensityHairHEAD.jpg
    512 x 512 - 13K
    DensityHair3_SkinFace.jpg
    512 x 512 - 71K
  • Alessandro MastronardiAlessandro Mastronardi Posts: 2,629
    edited December 1969

    Sal UK said:
    Ok here is some density maps a bit later than I thought but hey they are here.. :)

    When you load up genesis in studio make sure you goto surfaces and select M4's UV mapping, it is only so the Uv's match up right when it goes to LAMH after you have made your hair you can change the UV's to whatever you like as it will not alter the hair, but if you want to make changes make sure you swap back to M4 UV's when you go back to lamh just incase it comfuses something...lol

    Steve

    Thanks for making and sharing the density maps Steve! :)

  • Alessandro MastronardiAlessandro Mastronardi Posts: 2,629
    edited December 1969

    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).

    Thanks for posting this. It is actually a bug and has already been accounted on next update.

  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    Thanks, Steve! For the density maps as well as the tip on changing UVs. I didn't know the hair would stay through that.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    One thing I've heard a bit on, but still been very curious about. Is it possible to add features to hair such as hairbands or ties? And would it work for more complex things like a braid?

  • Kendall SearsKendall Sears Posts: 2,995
    edited December 1969

    One thing I've heard a bit on, but still been very curious about. Is it possible to add features to hair such as hairbands or ties? And would it work for more complex things like a braid?

    Yes to all of it...

    Kendall

  • Sal UKSal UK Posts: 432
    edited December 1969

    Thanks, Steve! For the density maps as well as the tip on changing UVs. I didn't know the hair would stay through that.

    Your very welcome I just did a quick render of the beard the texture used is just a basic noise map I have also added it here though with the new player and its more advanced human har shader not sure its needed if your working with the LAMH player open beta.

    Steve

    TestBeard.png
    800 x 800 - 472K
    Image1.jpg
    1024 x 1024 - 848K
  • creativemodelsbecreativemodelsbe Posts: 0
    edited December 1969

    If you haven't bought LAMH, what is it that is holding you back?

    no dynamic hair engine (gravity, collisions)

  • Kendall SearsKendall Sears Posts: 2,995
    edited December 1969

    If you haven't bought LAMH, what is it that is holding you back?

    no dynamic hair engine (gravity, collisions)

    You'll be happy to know then that both are coming in a future version. As is wind and other physics effects.

    Kendall

  • RawArtRawArt Posts: 5,950
    edited December 1969

    If you haven't bought LAMH, what is it that is holding you back?

    no dynamic hair engine (gravity, collisions)

    You'll be happy to know then that both are coming in a future version. As is wind and other physics effects.

    Kendall

    :bug: :coolgrin:

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    If you haven't bought LAMH, what is it that is holding you back?

    no dynamic hair engine (gravity, collisions)

    You'll be happy to know then that both are coming in a future version. As is wind and other physics effects.

    Kendall
    Seriously? Sign me up for some of that! That's incredible news. If ever I was on the fence, this pretty much seals the deal. Really looking forward to the results.

  • Norse GraphicsNorse Graphics Posts: 0
    edited December 1969

    Nice, Sal!! One of those things that passed me by.

  • SimonWMSimonWM Posts: 924
    edited December 1969

    If you haven't bought LAMH, what is it that is holding you back?

    no dynamic hair engine (gravity, collisions)

    You'll be happy to know then that both are coming in a future version. As is wind and other physics effects.

    Kendall

    Well, you just made a sale here too. I had decided for Garibaldi but dynamic hair in Studio is the holy grail for me so I'm getting LAMH too.

  • genz44genz44 Posts: 0
    edited December 1969

    If you haven't bought LAMH, what is it that is holding you back?

    no dynamic hair engine (gravity, collisions)

    You'll be happy to know then that both are coming in a future version. As is wind and other physics effects.

    Kendall

    My two cents would be collision with the geometry while shaping the hair. There are many times where I just want to comb the hair over and end up with bald spots because the hair is going through the head. Otherwise I'm have lots of fun playing the different settings until the update.

  • IndigoJansonIndigoJanson Posts: 1,100
    edited December 1969

    A second vote for that! It would help us less experienced users out if there was a way to stop the root and near-root sections of the hair from disappearing into the scalp. Happens to me all the time and it's not easy to drag them back out while keeping the hair smooth.

    I'm admittedly still new to LAMH and I think with time and skill it will become a valuable tool. Thanks for the amazing efforts that have gone into it.

  • nettanetta Posts: 0
    edited December 1969

    just bought this and tried it out:
    i loaded the milcat
    started the lamh
    loaded the milcat long hair preset
    it loads to 20000 hairs then
    daz crashes
    with this message
    DAZStudio.exe caused ACCESS_VIOLATION in module "C:\Windows\system32\ig4icd64.dll" at 0033:0000000008674B60

    any ideas why? how to get this to not crash?

Sign In or Register to comment.