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

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  • I decided to give that 'Beta' a try, I remember there was many plugins (not just LAMH) that had difficulties with the 'Public build' without fussing with stuff.

    Surprisingly the fox loads without any pop-up errors at all  , so It looked good. However the current Beta has other significant difficulties with Iray (It won't render anything at all, not just the fox). I'll take that over to the beta thread as it dose not appear to be specific to LAMH.

    mmmhhhh no, the guide hair aren't there, so I suppose the LAMH plugin isn't loaded at all. It does work with both Public and Private Beta's.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 2016

    I decided to give that 'Beta' a try, I remember there was many plugins (not just LAMH) that had difficulties with the 'Public build' without fussing with stuff.

    Surprisingly the fox loads without any pop-up errors at all  , so It looked good. However the current Beta has other significant difficulties with Iray (It won't render anything at all, not just the fox). I'll take that over to the beta thread as it dose not appear to be specific to LAMH.

    mmmhhhh no, the guide hair aren't there, so I suppose the LAMH plugin isn't loaded at all. It does work with both Public and Private Beta's.

    Quick eye, I didn't notice that, tho the badlands and the Iray test scene wont render as well, not just the fox.

    WARNING: dzneuraymgr.cpp(307): Iray ERROR - module:category(IRAY:RENDER):   1.0   IRAY   rend error: Cannot render: found no usable devices.

    Working threw it, I hope.

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    Post edited by ZarconDeeGrissom on
  • alexhcowleyalexhcowley Posts: 2,392

    Another question for Alessandro: can you install LAMH in the latest beta?  I'd like to combine the badlands set with some of his cute little furry animals.  Since I'm Pascal compliant nowdays, this means using the beta or nothing.

    Cheers,

    Alex.

    Hi Alex, yes you can just go to the DS plugins directory and copy the lookatmyhair*.dll file and lookatmyhairAM folder in the DS PVB plugins folder. That will do.

     

    Alessandro,

    Many thanks. I'll try this when I get a spare minute.  I'm in it up to my neck with yearend cost updates at the minute.

    Cheers,

    Alex.

  • Another question for Alessandro: can you install LAMH in the latest beta?  I'd like to combine the badlands set with some of his cute little furry animals.  Since I'm Pascal compliant nowdays, this means using the beta or nothing.

    Cheers,

    Alex.

    Hi Alex, yes you can just go to the DS plugins directory and copy the lookatmyhair*.dll file and lookatmyhairAM folder in the DS PVB plugins folder. That will do.

     

    Alessandro,

    Many thanks. I'll try this when I get a spare minute.  I'm in it up to my neck with yearend cost updates at the minute.

    Cheers,

    Alex.

    Very good Alex! @ZarconDeeGrissom, please check you too the above information. I think LAMH is installed in the correct folders (if you are using the private or public beta, you will have to copy the files manually as listed above).

     

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 2016

    OK, I have a flaky driver that sort of functions (without completely disabling CUDA devices). OK, so there is a set of lookatmyhair*.dll files in a mystery location (Depending on windows version) that I need to find and copy to another mystery location (blink, blink). I'll start looking.

    Is it just the one DLL file, or am I missing more somewhere? Or am I looking at the completely wrong DLL?

    (edit) oh, there is an entire LAMH folder in the plugins folder? OK, I'm missing something. Is there an Iray mat for the fox?

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    Post edited by ZarconDeeGrissom on
  • Ok, yes you need to copy the lamh*.* (files and folder) from the "Program Files/DAZ 3D/DAZ Studio4/plugins" folder to the "Program Files/DAZ 3D/[other DS version]/plugins", but it looks like you already sorted that out.
    Because there is no Iray support yet for hair primitives, you first need to convert LAMH strands to OBJ (can do that with both free and full LAMH versions). For material tuning on the fur, that's mostly trial and error but I've null all glossy settings to avoid fireflies and shiny pixels around.

  • Oso3DOso3D Posts: 15,041
    edited December 2016

    Just have to say, LAMH makes for AMAZING fur trim, particularly in 3DL. Just made some for a Santa outfit (the default transmapped thing just looked... spindly), and it's so lush.
     

    The hat still has the original styling, but it looked better. If I wanted to spend more time I'd work harder to get the hat fur and the trim fur to look more similar, but whatevers.

    I've been moving toward more 3DL stuff lately (particularly since I've uncovered some problems I've been having with skin, and figured out a 'trick' to making generally more realistic looking stuff without killing render time), which is cool since it's just easier to use LAMH in 3DL and I'm now inclined to just experiment with plonking it on random stuff, like fur trim.

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    Post edited by Oso3D on
  • barbultbarbult Posts: 24,750

    Just have to say, LAMH makes for AMAZING fur trim, particularly in 3DL. Just made some for a Santa outfit (the default transmapped thing just looked... spindly), and it's so lush.
     (render forthcoming)

    looking forward to it

     

  • hello, how you been? i need help, i just bought the the Ape World-Chimp 2 HD, and when i try to use the 4_chimpLAMH-CHR it says this 

    c:/users/ron/documents/daz 3d/studio/lookatmyhairam/maps/tmpbrickimage1.jpg

    c:/users/ron/documents/daz 3d/studio/lookatmyhairam/maps/tmpbrickimage2.jpg

    c:/users/ron/documents/daz 3d/studio/lookatmyhairam/maps/tmpbrickimage3.jpg

    can some one helpme 

  • nonesuch00nonesuch00 Posts: 18,293
    edited January 2017

    Well I am getting an instant DAZ Studio Public Beta crash by loading the DAZ Seal to the LAMH Editor, popping the surface selection windows up & choosing 'skin', and when I unselect 'skin' surface - instant DAZ Studio crash.

    I think this is known by developers already so I wonder will this be fixed in LAMH 2.0?

    Also, I selected the skin surface via the popup surface check box but when I try to deselect the flippers because they have no fur on most attempts the deselection as a follicle surface is not working. So far of dozens attempts, only 1 deselection has worked.

    See picture 2. - lasso surfaces from follicle surface list and yet it doesn't work

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    Post edited by nonesuch00 on
  • Well I am getting an instant DAZ Studio Public Beta crash by loading the DAZ Seal to the LAMH Editor, popping the surface selection windows up & choosing 'skin', and when I unselect 'skin' surface - instant DAZ Studio crash.

    I think this is known by developers already so I wonder will this be fixed in LAMH 2.0?

    Yes that is a known issue; it's already been addressed in current beta, as we get some more work done on it 1.6.0.2 will be released. Sorry about the trouble.

  • nonesuch00nonesuch00 Posts: 18,293
    edited January 2017

    Well I am getting an instant DAZ Studio Public Beta crash by loading the DAZ Seal to the LAMH Editor, popping the surface selection windows up & choosing 'skin', and when I unselect 'skin' surface - instant DAZ Studio crash.

    I think this is known by developers already so I wonder will this be fixed in LAMH 2.0?

    Yes that is a known issue; it's already been addressed in current beta, as we get some more work done on it 1.6.0.2 will be released. Sorry about the trouble.

    Thanks. Sorry, I edited and have unexpected problem - most time I cannot delect follicle surfaces. A one deselection has worked from many attempts so far.

    OK, never mind...I work around that bug by not using Surfaces in LAMH at all.

    However, maybe it would be better to wait for 1.6.0.2?

    I am making hair for DAZ Seal. They have an soft dense undercoat and stiff guidehair coat that overlap. Is it possible in DAZ Studio to have two or more Surfaces that overlap? That way I can have surface for skin texture, surface for undercoat hair texture (that is not used by the DAZ renderers but only by LAMH) and a surface for guide hair (also not used by DS renderers but only by LAMH). 

     

    Post edited by nonesuch00 on
  • nonesuch00nonesuch00 Posts: 18,293

    OK, I am still selecting polygons & deselecting polygons individually in the LAMH editor window. If it's at all possible to have the created surfaces on a DAZ model be duplicated twice, as I said for example with the seal undercoat and the seal guide hair coat, so that the user can use the DAZ Studio Surface selection tool to create unique surfaces to populate with LAMH hair it'd save duplication of editor function and much, much hassle.

    Maybe DAZ Surfaces can overlap? In which case then I need only wait for the 1.6.0.2 Beta to pass tests and I can crate my LAMH hair surfaces as DAZ Surfaces in the DAZ Studio Surfaces editor. 

    At any rate, I think when using LAMH, once the bug is fixed, it is easier to create new DAZ Surfaces, eg, edit the DAZ model surfaces so the eyes, ears, and flippers are different surfaces compared to the furry parts of a seal instead of all one as they are now, and let LAMH use that as hair surfaces than to select & deselect in the LAMH editor.

    I will ask in technical section of forum if DAZ model surfaces may overlap.

  • LAMH Shavegroups can overlap independent of the model's groups.

    Kendall

  • nonesuch00nonesuch00 Posts: 18,293

    LAMH Shavegroups can overlap independent of the model's groups.

    Kendall

    That's good, so once 1.6.0.2 comes out, I think I can assign a DAZ Model Surface to be a shave group & then duplicate that shave group and have one for undercoat & one for guide hair. Well my computer is likely to not handle so many calculations with the undercoat, but organizationally at least I should be about to do that.

  • There's no need to assign another DAZ surface.  LAMH will let you grow multiple hair groups in the same facets.

    Kendall

  • nonesuch00nonesuch00 Posts: 18,293
    edited January 2017

    There's no need to assign another DAZ surface.  LAMH will let you grow multiple hair groups in the same facets.

    Kendall

    Thanks. I am just about ready to grow hair. I just finished making a shaveGroup#1 for the DAZ seal. So I will copy/duplicate shaveGroup#1 and call it GuideHair and then rename shaveGroup#1 to be UndercoatHair.

    Seems like I actually have to grow hair on follicles before 'duplicate current shave group selection' will work...

    'No Follicles selected to duplicate'

    but I have just created a shaveGroup#1 and renamed it to undercoatHair. It is all red except the grey areas left out of the shave group.

    follicles: [2503] guides: [0] preview: [0] 

    Oh, I see I have to manually select faces in the shaveGroup after depressing the button to dup...

     

    Post edited by nonesuch00 on
  • question if I want to use it to make fur on daz  big cat 2 cheetah breed  how many shave groups would i want to have for a good look, the attached fur that's already there would i want to  delete that before importing leaving just the skin texture in surface and when clicking export to fiber the option menu that comes up that has in  one box a default value of 10k how big a number would i want to put I have tried 200k on a fur hood and it just didnt look like anything was there

  • WandererWanderer Posts: 957

    Okay, this may be a really obvious question, but where do you put the preset files so that LAMH player can use them?

    The LAMH presets can go anywhere you want.  The default place is in the User's "Documents/DAZ3D/Studio/lookatmyhairAM/presets" folder.

    Kendall

    Okay, here's a really stupid question. I've had this thing for a while, but never needed presets before for whatever reason. I've installed Mr. Bear and Son, but when I go to apply presets, the folder shows nothing I can see that has anything to do with Mr. Bear or his son? Where are these presets that came with the product?

  • WandererWanderer Posts: 957

    For that matter, I don't see anything for Wolf 2.0 either. All that is in the folder is BlondeSorcHr, BlondeSorcHr2, Experiment Hair, and FullHairBrdDvd5.

  • ermullens said:

    question if I want to use it to make fur on daz  big cat 2 cheetah breed  how many shave groups would i want to have for a good look, the attached fur that's already there would i want to  delete that before importing leaving just the skin texture in surface and when clicking export to fiber the option menu that comes up that has in  one box a default value of 10k how big a number would i want to put I have tried 200k on a fur hood and it just didnt look like anything was there

    For a big cat probably I'd say that if your computer specs allow, setting a hair quantity around 1Million would be optimal. On the DAZ Big Cats 2 I've been using up to 4 Millions hair, in 3Delight mode, on a computer with 16GB of ram; of course exporting all that amount to Iray may prove impossible.

  • nonesuch00nonesuch00 Posts: 18,293
    edited January 2017
    ermullens said:

    question if I want to use it to make fur on daz  big cat 2 cheetah breed  how many shave groups would i want to have for a good look, the attached fur that's already there would i want to  delete that before importing leaving just the skin texture in surface and when clicking export to fiber the option menu that comes up that has in  one box a default value of 10k how big a number would i want to put I have tried 200k on a fur hood and it just didnt look like anything was there

    For a big cat probably I'd say that if your computer specs allow, setting a hair quantity around 1Million would be optimal. On the DAZ Big Cats 2 I've been using up to 4 Millions hair, in 3Delight mode, on a computer with 16GB of ram; of course exporting all that amount to Iray may prove impossible.

    I will try a million on more on the DAZ seal then too. For iRay do you export to fibre mesh hair or as obj hair?

    Post edited by nonesuch00 on
  • For that matter, I don't see anything for Wolf 2.0 either. All that is in the folder is BlondeSorcHr, BlondeSorcHr2, Experiment Hair, and FullHairBrdDvd5.

    For my models you can simply go into the Content Library and load a LAMH based figure. See attached screenshot about the Wolf 2.0...

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  • ermullens said:

    question if I want to use it to make fur on daz  big cat 2 cheetah breed  how many shave groups would i want to have for a good look, the attached fur that's already there would i want to  delete that before importing leaving just the skin texture in surface and when clicking export to fiber the option menu that comes up that has in  one box a default value of 10k how big a number would i want to put I have tried 200k on a fur hood and it just didnt look like anything was there

    For a big cat probably I'd say that if your computer specs allow, setting a hair quantity around 1Million would be optimal. On the DAZ Big Cats 2 I've been using up to 4 Millions hair, in 3Delight mode, on a computer with 16GB of ram; of course exporting all that amount to Iray may prove impossible.

    I will try a million on more on the DAZ seal then too. For iRay do you export to fibre mesh hair or as obj hair?

    I'd say definitely with fiber hair which produce a much lighter file and geometry.

  • Oso3DOso3D Posts: 15,041

    Oh god use fiberhair. ;)

     

  • WandererWanderer Posts: 957

    For that matter, I don't see anything for Wolf 2.0 either. All that is in the folder is BlondeSorcHr, BlondeSorcHr2, Experiment Hair, and FullHairBrdDvd5.

    For my models you can simply go into the Content Library and load a LAMH based figure. See attached screenshot about the Wolf 2.0...

    Thank you for answering. I watched the Wolf tutorial, but it wasn't clear to me how that worked. Hmm... Still can't find anything for Mr. Bear and Son. Only 3DL and Iray folders.

     

  • For that matter, I don't see anything for Wolf 2.0 either. All that is in the folder is BlondeSorcHr, BlondeSorcHr2, Experiment Hair, and FullHairBrdDvd5.

    For my models you can simply go into the Content Library and load a LAMH based figure. See attached screenshot about the Wolf 2.0...

    Thank you for answering. I watched the Wolf tutorial, but it wasn't clear to me how that worked. Hmm... Still can't find anything for Mr. Bear and Son. Only 3DL and Iray folders.

    Well, see that LAMH based models will work right away if you render in 3DL mode; meaning that those green hairs you see in the viewport, will be replaced by computer fur. If you plan to render with Iray, you will first have to convert LAMH hair to OBJ (you can do that with bot LAMH Free and Full versions), which is what is explained in that Wolf tutorial for Iray...

     

  • ermullens said:

    question if I want to use it to make fur on daz  big cat 2 cheetah breed  how many shave groups would i want to have for a good look, the attached fur that's already there would i want to  delete that before importing leaving just the skin texture in surface and when clicking export to fiber the option menu that comes up that has in  one box a default value of 10k how big a number would i want to put I have tried 200k on a fur hood and it just didnt look like anything was there

    For a big cat probably I'd say that if your computer specs allow, setting a hair quantity around 1Million would be optimal. On the DAZ Big Cats 2 I've been using up to 4 Millions hair, in 3Delight mode, on a computer with 16GB of ram; of course exporting all that amount to Iray may prove impossible.

    has 32 at the moment so will try the 4 million, would i want to delete the parented fur already on it just leaving the texture in the surface node or leave it all default and import into LAMH, is there anything I would need checked for it to use the color of the surface texture before exporting 

  • ermullens said:
    ermullens said:

    question if I want to use it to make fur on daz  big cat 2 cheetah breed  how many shave groups would i want to have for a good look, the attached fur that's already there would i want to  delete that before importing leaving just the skin texture in surface and when clicking export to fiber the option menu that comes up that has in  one box a default value of 10k how big a number would i want to put I have tried 200k on a fur hood and it just didnt look like anything was there

    For a big cat probably I'd say that if your computer specs allow, setting a hair quantity around 1Million would be optimal. On the DAZ Big Cats 2 I've been using up to 4 Millions hair, in 3Delight mode, on a computer with 16GB of ram; of course exporting all that amount to Iray may prove impossible.

    has 32 at the moment so will try the 4 million, would i want to delete the parented fur already on it just leaving the texture in the surface node or leave it all default and import into LAMH, is there anything I would need checked for it to use the color of the surface texture before exporting 

    Leave everything at default (don't delete any parented LAMH item); the texture color on the exported geometry will be automatically calculated by LAMH.

  • nonesuch00nonesuch00 Posts: 18,293

    Thanks. I will try fibre hair export although it seems I can't render in iRay with fibre hair? If rendering with fibre hair in iRay coming with LAMH 2.0?

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