Look at my Hair (LAMH) Official Thread: update 1.6.0.2 released

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Comments

  • jkul6633jkul6633 Posts: 4

    I just bought LAMH, but my problem is being able to render the hair. I can create, and modify the hair in the studio, and I can view the preview as well as the green guides, ut when i go to render the image I only see my Genesis Figure, and there is no hair. Does anyone know what i am doing wrong?

  • Kendall SearsKendall Sears Posts: 2,995
    jkul6633 said:

    I just bought LAMH, but my problem is being able to render the hair. I can create, and modify the hair in the studio, and I can view the preview as well as the green guides, ut when i go to render the image I only see my Genesis Figure, and there is no hair. Does anyone know what i am doing wrong?

    To see the preset in Iray you must use the LAMH FiberHair option, or export to OBJ and then import that.

    Kendall

  • Oso3DOso3D Posts: 15,041
    I'm a little curious why we've never seen something like a hairstyle pack or something for LAMH. It'd be worth money to have expertly cut hairdos. The free stuff is limited and a bit dated.
  • Kendall SearsKendall Sears Posts: 2,995

    The reasons are numerous.  Some are "on the way" but we've been told that many times since LAMH was originally released.  All I can say is that there are folks making human hair presets for LAMH, it just is that most aren't selling them or making them available to others.  I know of 1 person who has several hair presets "almost" ready to go but hasn't yet been in contact with DAZ.  This person has lots of presets (and I mean a whole lot) that are quite spectacular but getting them to sell them has been a challenge.

    Alessandro is a genius with fur, but he is just not interested in Humans.  I'm more the technical type and my "hairs" tend to be for testing (and it shows) smiley

    Stay tuned for further details as they arrive.

    Kendall

  • nonesuch00nonesuch00 Posts: 18,293

    The reasons are numerous.  Some are "on the way" but we've been told that many times since LAMH was originally released.  All I can say is that there are folks making human hair presets for LAMH, it just is that most aren't selling them or making them available to others.  I know of 1 person who has several hair presets "almost" ready to go but hasn't yet been in contact with DAZ.  This person has lots of presets (and I mean a whole lot) that are quite spectacular but getting them to sell them has been a challenge.

    Alessandro is a genius with fur, but he is just not interested in Humans.  I'm more the technical type and my "hairs" tend to be for testing (and it shows) smiley

    Stay tuned for further details as they arrive.

    Kendall

    I'd be interested in such a pack. I bought a couple of hairs from the DAZ Store this week that I think were made with LAMH but I'm just guessing, I don't really know.

  • RAMWolffRAMWolff Posts: 10,228

    Being a hairdresser I was going to do something like that using LAMH but with all the hold up with getting NVIDIA to update their data base with the geometry to have it natively work in iRay put me off and I'm also in the middle of creating a bunch of content for Hivewire.  So when NVIDIA gets off of their butts and does right by us then I'll revisit that idea. 

  • Kendall SearsKendall Sears Posts: 2,995
    RAMWolff said:

    Being a hairdresser I was going to do something like that using LAMH but with all the hold up with getting NVIDIA to update their data base with the geometry to have it natively work in iRay put me off and I'm also in the middle of creating a bunch of content for Hivewire.  So when NVIDIA gets off of their butts and does right by us then I'll revisit that idea. 

    LAMH is not going to wait for nVidia.  I've come up with a method that works as well.  It's closer than anyone thinks.

    Kendall

  • RAMWolffRAMWolff Posts: 10,228

    Cool.  I'll be waiting for the day Ken.  Thanks man! 

  • Kendall SearsKendall Sears Posts: 2,995
    RAMWolff said:

    Cool.  I'll be waiting for the day Ken.  Thanks man! 

    I made the mistake of "waiting for xxx to do yyy" and you see how long it delayed us so far. 

    Kendall

  • RAMWolffRAMWolff Posts: 10,228

    Yup so your solution will probably be better anyways..... looking forward to it! 

  • KnittingmommyKnittingmommy Posts: 8,191

    Have a quick question that may not have a quick answer.  Every once in awhile, I save a scene with a LAMH preset and when I take it into the plugin (I have purchased version), the hair groups don't show up on the figure.  This recently happened with the Wolf 2 that I was using in a scene.  The hair preset shows in the workspace of DS, but not in LAMH.  This happened to me as recently as last night.  I had actually just saved, too, before going into the LAMH plugin and now DS can't even open the .duf file.  It gets about 50% of the way through loading and then DS just crashes.

    Any ideas why this happens?  Can I save my .duf file or do I need to go back to my previously saved version?

    Background: I'm using DS 4.8 on Win 10 pc with 32 mb of ram; scene file includes two Wolf 2 figures with different poses, one small landscape prop, one plane, and some Render Studio for Iray lighting.  Settings are saved with Iray selected as the rendering engine and I had two exported hair groups in there for Iray.  I would really appreciate some idea of what might be causing this.  Thanks.

  • Kendall SearsKendall Sears Posts: 2,995

    Have a quick question that may not have a quick answer.  Every once in awhile, I save a scene with a LAMH preset and when I take it into the plugin (I have purchased version), the hair groups don't show up on the figure.  This recently happened with the Wolf 2 that I was using in a scene.  The hair preset shows in the workspace of DS, but not in LAMH.  This happened to me as recently as last night.  I had actually just saved, too, before going into the LAMH plugin and now DS can't even open the .duf file.  It gets about 50% of the way through loading and then DS just crashes.

    Any ideas why this happens?  Can I save my .duf file or do I need to go back to my previously saved version?

    Background: I'm using DS 4.8 on Win 10 pc with 32 mb of ram; scene file includes two Wolf 2 figures with different poses, one small landscape prop, one plane, and some Render Studio for Iray lighting.  Settings are saved with Iray selected as the rendering engine and I had two exported hair groups in there for Iray.  I would really appreciate some idea of what might be causing this.  Thanks.

    Please forward the preset giving the problem to krsears (at) trdc.biz so I can look at it.

    Kendall

  • KnittingmommyKnittingmommy Posts: 8,191

    Have a quick question that may not have a quick answer.  Every once in awhile, I save a scene with a LAMH preset and when I take it into the plugin (I have purchased version), the hair groups don't show up on the figure.  This recently happened with the Wolf 2 that I was using in a scene.  The hair preset shows in the workspace of DS, but not in LAMH.  This happened to me as recently as last night.  I had actually just saved, too, before going into the LAMH plugin and now DS can't even open the .duf file.  It gets about 50% of the way through loading and then DS just crashes.

    Any ideas why this happens?  Can I save my .duf file or do I need to go back to my previously saved version?

    Background: I'm using DS 4.8 on Win 10 pc with 32 mb of ram; scene file includes two Wolf 2 figures with different poses, one small landscape prop, one plane, and some Render Studio for Iray lighting.  Settings are saved with Iray selected as the rendering engine and I had two exported hair groups in there for Iray.  I would really appreciate some idea of what might be causing this.  Thanks.

    Please forward the preset giving the problem to krsears (at) trdc.biz so I can look at it.

    Kendall

    Thanks, Kendall.  I've sent you an email.  yes

  • Mustakettu85Mustakettu85 Posts: 2,933

    The reasons are numerous.  Some are "on the way" but we've been told that many times since LAMH was originally released.  smiley

    I would say that part of the reason why there aren't many human hair presets for sale or shared for free is the way LAMH presets are generally done, which isn't conducive to interfigure compatibility.

    We're growing hair on the figure itself, which can lead to two primary problems: a) out preset cannot be used on another mesh, so if you don't use, say, V4, you cannot use styles someone made for her ages ago; b) the figure can become affected by the sub-d bug (where it switches to base resolution after applying LAMH hair, and trying to switch it back will crash DS).

    What I did when my system developed this bug was to model a simple "skull cap" figure (it is like a full head cover, so that it follows ear morphs, too). I made it for the original Genesis, but via autofit, it can work with other Genesis generations easily. It's a conformer, so no crashes on parenting. It has a simple continuous UV for easily painting distributions, and follicle selection is one-click because I made a material zone exactly for that.  And it can be hidden for the render with only the LAMH hair remaining visible. It's unholy ugly to look at, but it's not designed to be looked at, only for growing hair on =)

    If anyone is interested, I can post this "cap" figure for others to play with.

  • Oso3DOso3D Posts: 15,041
    I often use the Genesis hair cap for that reason, and only use something else when it's something like eyebrows or whatnot.
  • Kendall SearsKendall Sears Posts: 2,995

    The reasons are numerous.  Some are "on the way" but we've been told that many times since LAMH was originally released.  smiley

    I would say that part of the reason why there aren't many human hair presets for sale or shared for free is the way LAMH presets are generally done, which isn't conducive to interfigure compatibility.

    We're growing hair on the figure itself, which can lead to two primary problems: a) out preset cannot be used on another mesh, so if you don't use, say, V4, you cannot use styles someone made for her ages ago; b) the figure can become affected by the sub-d bug (where it switches to base resolution after applying LAMH hair, and trying to switch it back will crash DS).

    What I did when my system developed this bug was to model a simple "skull cap" figure (it is like a full head cover, so that it follows ear morphs, too). I made it for the original Genesis, but via autofit, it can work with other Genesis generations easily. It's a conformer, so no crashes on parenting. It has a simple continuous UV for easily painting distributions, and follicle selection is one-click because I made a material zone exactly for that.  And it can be hidden for the render with only the LAMH hair remaining visible. It's unholy ugly to look at, but it's not designed to be looked at, only for growing hair on =)

    If anyone is interested, I can post this "cap" figure for others to play with.

    The issues with "caps" is that they don't conform well for extreme morphs.  I've created a new system that is more flexible for a wide variety of figures that will be used for future editions.

    Kendall

  • xmasrosexmasrose Posts: 1,406

    Thank you Mustakettu85 I would love to play with your skull cap even if I am not that good with LAMH I really would like to get better.

  • nonesuch00nonesuch00 Posts: 18,293

    The reasons are numerous.  Some are "on the way" but we've been told that many times since LAMH was originally released.  smiley

    I would say that part of the reason why there aren't many human hair presets for sale or shared for free is the way LAMH presets are generally done, which isn't conducive to interfigure compatibility.

    We're growing hair on the figure itself, which can lead to two primary problems: a) out preset cannot be used on another mesh, so if you don't use, say, V4, you cannot use styles someone made for her ages ago; b) the figure can become affected by the sub-d bug (where it switches to base resolution after applying LAMH hair, and trying to switch it back will crash DS).

    What I did when my system developed this bug was to model a simple "skull cap" figure (it is like a full head cover, so that it follows ear morphs, too). I made it for the original Genesis, but via autofit, it can work with other Genesis generations easily. It's a conformer, so no crashes on parenting. It has a simple continuous UV for easily painting distributions, and follicle selection is one-click because I made a material zone exactly for that.  And it can be hidden for the render with only the LAMH hair remaining visible. It's unholy ugly to look at, but it's not designed to be looked at, only for growing hair on =)

    If anyone is interested, I can post this "cap" figure for others to play with.

    The issues with "caps" is that they don't conform well for extreme morphs.  I've created a new system that is more flexible for a wide variety of figures that will be used for future editions.

    Kendall

    Will these improvements show up in our DIM as updates someday? Are they in Beta now from that website link?

  • Kendall SearsKendall Sears Posts: 2,995

    The reasons are numerous.  Some are "on the way" but we've been told that many times since LAMH was originally released.  smiley

    I would say that part of the reason why there aren't many human hair presets for sale or shared for free is the way LAMH presets are generally done, which isn't conducive to interfigure compatibility.

    We're growing hair on the figure itself, which can lead to two primary problems: a) out preset cannot be used on another mesh, so if you don't use, say, V4, you cannot use styles someone made for her ages ago; b) the figure can become affected by the sub-d bug (where it switches to base resolution after applying LAMH hair, and trying to switch it back will crash DS).

    What I did when my system developed this bug was to model a simple "skull cap" figure (it is like a full head cover, so that it follows ear morphs, too). I made it for the original Genesis, but via autofit, it can work with other Genesis generations easily. It's a conformer, so no crashes on parenting. It has a simple continuous UV for easily painting distributions, and follicle selection is one-click because I made a material zone exactly for that.  And it can be hidden for the render with only the LAMH hair remaining visible. It's unholy ugly to look at, but it's not designed to be looked at, only for growing hair on =)

    If anyone is interested, I can post this "cap" figure for others to play with.

    The issues with "caps" is that they don't conform well for extreme morphs.  I've created a new system that is more flexible for a wide variety of figures that will be used for future editions.

    Kendall

    Will these improvements show up in our DIM as updates someday? Are they in Beta now from that website link?

    These new systems will likely appear in LAMH v2 along with some of the more exotic pieces.

    Kendall

  • FusionLAFusionLA Posts: 249

    Is there any ETA for the upcoming release of LAMH full version with support and the better iray handeling.
    @Kendall, Please dont say that dreaded soon word:)

    This I would like to have.
     

     

    The reasons are numerous.  Some are "on the way" but we've been told that many times since LAMH was originally released.  smiley

    I would say that part of the reason why there aren't many human hair presets for sale or shared for free is the way LAMH presets are generally done, which isn't conducive to interfigure compatibility.

    We're growing hair on the figure itself, which can lead to two primary problems: a) out preset cannot be used on another mesh, so if you don't use, say, V4, you cannot use styles someone made for her ages ago; b) the figure can become affected by the sub-d bug (where it switches to base resolution after applying LAMH hair, and trying to switch it back will crash DS).

    What I did when my system developed this bug was to model a simple "skull cap" figure (it is like a full head cover, so that it follows ear morphs, too). I made it for the original Genesis, but via autofit, it can work with other Genesis generations easily. It's a conformer, so no crashes on parenting. It has a simple continuous UV for easily painting distributions, and follicle selection is one-click because I made a material zone exactly for that.  And it can be hidden for the render with only the LAMH hair remaining visible. It's unholy ugly to look at, but it's not designed to be looked at, only for growing hair on =)

    If anyone is interested, I can post this "cap" figure for others to play with.

    The issues with "caps" is that they don't conform well for extreme morphs.  I've created a new system that is more flexible for a wide variety of figures that will be used for future editions.

    Kendall

    Will these improvements show up in our DIM as updates someday? Are they in Beta now from that website link?

    These new systems will likely appear in LAMH v2 along with some of the more exotic pieces.

    Kendall

     

  • Kendall SearsKendall Sears Posts: 2,995
    FusionLA said:

    Is there any ETA for the upcoming release of LAMH full version with support and the better iray handeling.
    @Kendall, Please dont say that dreaded soon word:)

    This I would like to have.
     

     

    The reasons are numerous.  Some are "on the way" but we've been told that many times since LAMH was originally released.  smiley

    I would say that part of the reason why there aren't many human hair presets for sale or shared for free is the way LAMH presets are generally done, which isn't conducive to interfigure compatibility.

    We're growing hair on the figure itself, which can lead to two primary problems: a) out preset cannot be used on another mesh, so if you don't use, say, V4, you cannot use styles someone made for her ages ago; b) the figure can become affected by the sub-d bug (where it switches to base resolution after applying LAMH hair, and trying to switch it back will crash DS).

    What I did when my system developed this bug was to model a simple "skull cap" figure (it is like a full head cover, so that it follows ear morphs, too). I made it for the original Genesis, but via autofit, it can work with other Genesis generations easily. It's a conformer, so no crashes on parenting. It has a simple continuous UV for easily painting distributions, and follicle selection is one-click because I made a material zone exactly for that.  And it can be hidden for the render with only the LAMH hair remaining visible. It's unholy ugly to look at, but it's not designed to be looked at, only for growing hair on =)

    If anyone is interested, I can post this "cap" figure for others to play with.

    The issues with "caps" is that they don't conform well for extreme morphs.  I've created a new system that is more flexible for a wide variety of figures that will be used for future editions.

    Kendall

    Will these improvements show up in our DIM as updates someday? Are they in Beta now from that website link?

    These new systems will likely appear in LAMH v2 along with some of the more exotic pieces.

    Kendall

     

    Alessandro is sweating my answer here...  smiley

    No ETA at the moment.  I don't want to promise a date that may or may not be met.  Some mistakes were made over the last year in which we were "waiting" for other things to happen before something we were doing would progress.  Before we knew it, we were way behind where we wanted to be and those things we were waiting on never got to the point of usefulness for us.

    What would I like the ETA to be?  Last December.  I had every intention on getting a v2 out before the end of 2015.  Life had other plans.

    Kendall

  • Mustakettu85Mustakettu85 Posts: 2,933

    The issues with "caps" is that they don't conform well for extreme morphs.  I've created a new system that is more flexible for a wide variety of figures that will be used for future editions.

    Could be! I'm not into "creature" type morphs, so I never tested my cap with anything drastically changing head shape. For human-like characters, it works fine; a smoothing modifier in conjunction with slightly downscaling the cap seems to fix most fitting issues.

    It's great to hear about all the planned improvements for v2. I'll probably be in the minority when I say you don't have to rush it =) I'd rather wait a "DAZ soon" (tm) amount of time but get a "perfect" plugin =) 

     

  • Mustakettu85Mustakettu85 Posts: 2,933

    Thank you Mustakettu85 I would love to play with your skull cap even if I am not that good with LAMH I really would like to get better.

    Then I'll package it and upload during the weekend, with a couple of presets. I'll post the link when it's live.

  • xmasrosexmasrose Posts: 1,406

    Thank you!

  • lokanbulllokanbull Posts: 24

    I posted this question in another thread, not knowing this was the officual LAMH thread. So, I'm sorry for the double post.

    I've been using LAMH on and off and I really enjoy the product. These days, I've started using LuxRender more for my renders, and for the most part the export works well. However, lately I've been having a strange isssue.

    I'm noticing that the fur texture that is produced is just solid single color image. This happens if I export as both an OBJ or Fibremesh.  As such, instead of getting the fur pattern based on the texture, the fur is just of that single color, which more often than not is not even close to the average fur color. I've made sure the shave groups have all the texture associated. I tried with two different characters: Bear Clan and Cat World Regenesis, which both come with LAMH presets.

    When I look at texture object associated with the fur object model, it's just a single image.

    I've tried with the Iray renderer as well,  I get the same result. I attached a sample of the output texture as well as a quick render in Iray. As you can see, the fur is pretty much white.

    I've seen this on both on Daz 4.8 & 4.9, using LAMH 1.5.01, on Windows and OSX.

    I don't know what I'm doing wrong, especially after reading others don't seem to have this issue.

    Any help is welcomed.

    Tiger_0_TMap_0.jpg
    2048 x 2048 - 70K
    bad fur texture.png
    1000 x 1000 - 769K
  • IceDragonArtIceDragonArt Posts: 12,548

    Thank you Mustakettu85 I would love to play with your skull cap even if I am not that good with LAMH I really would like to get better.

    Then I'll package it and upload during the weekend, with a couple of presets. I'll post the link when it's live.

    This would be awesome

     

  • Hello, this is an issue that we are still trying to sort out for what's possible, on our end. It is caused by the way certain UV sets are made and so far we know for sure it affects G3 based characters. Your should be a Genesis(1) based model, am I right? If so I'd be slightly suprised if the texture output is wrong because never experimented this issue on it.

     

    lokanbull said:

     

    I posted this question in another thread, not knowing this was the officual LAMH thread. So, I'm sorry for the double post.

    I've been using LAMH on and off and I really enjoy the product. These days, I've started using LuxRender more for my renders, and for the most part the export works well. However, lately I've been having a strange isssue.

    I'm noticing that the fur texture that is produced is just solid single color image. This happens if I export as both an OBJ or Fibremesh.  As such, instead of getting the fur pattern based on the texture, the fur is just of that single color, which more often than not is not even close to the average fur color. I've made sure the shave groups have all the texture associated. I tried with two different characters: Bear Clan and Cat World Regenesis, which both come with LAMH presets.

    When I look at texture object associated with the fur object model, it's just a single image.

    I've tried with the Iray renderer as well,  I get the same result. I attached a sample of the output texture as well as a quick render in Iray. As you can see, the fur is pretty much white.

    I've seen this on both on Daz 4.8 & 4.9, using LAMH 1.5.01, on Windows and OSX.

    I don't know what I'm doing wrong, especially after reading others don't seem to have this issue.

    Any help is welcomed.

     

  • Kendall SearsKendall Sears Posts: 2,995
    @lokanbull make sure that the "mapped" button is checked on the pane for the figure. Kendall
  • Oso3DOso3D Posts: 15,041

    I suppose a woolly render is in order?

    (Rhinoceros 1 + Iray Skydome Superpak)

     

    Woolly Rhino.png
    1080 x 1080 - 2M
  • lokanbulllokanbull Posts: 24
    edited April 2016

    Hello, this is an issue that we are still trying to sort out for what's possible, on our end. It is caused by the way certain UV sets are made and so far we know for sure it affects G3 based characters. Your should be a Genesis(1) based model, am I right? If so I'd be slightly suprised if the texture output is wrong because never experimented this issue on it.

    @Alessandro_AM Correct, those two figures I mentioned were for Genesis(1).  I'm in the process of uninstalling and reinstalling everything right now. It was something I needed to do anyhow, so this was as a good time as any.

     

    @lokanbull make sure that the "mapped" button is checked on the pane for the figure. Kendall

    Where is this button exactly? Inside LAMH or somewhere in DS?

    I couldn't figure out how to do an @ with your username Kendall.

    Post edited by lokanbull on
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