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

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Comments

  • TheKD said:

    Is there some fancy trick I missed allowing you to see textures on the figure in the LAMH editor screen thingie?

    Hello, there isn't such feature yet, sorry.

  • TheKDTheKD Posts: 2,696

    That's what I thought :(
    Oh well, I think I thought of a workaround, trying to make some eyebrows match a texture lol. If it works, will post the method here :)

  • TheKD said:

    That's what I thought :(
    Oh well, I think I thought of a workaround, trying to make some eyebrows match a texture lol. If it works, will post the method here :)

    Probably what you could do, is to create a density map and hook it into LAMH, so that it will match the eyebrow edge.

  • SyndarylSyndaryl Posts: 521
    TheKD said:

    That's what I thought :(
    Oh well, I think I thought of a workaround, trying to make some eyebrows match a texture lol. If it works, will post the method here :)

    Probably what you could do, is to create a density map and hook it into LAMH, so that it will match the eyebrow edge.

    How do I bring in my own density maps?

  • Syndaryl said:
    TheKD said:

    That's what I thought :(
    Oh well, I think I thought of a workaround, trying to make some eyebrows match a texture lol. If it works, will post the method here :)

    Probably what you could do, is to create a density map and hook it into LAMH, so that it will match the eyebrow edge.

    How do I bring in my own density maps?

    Take a look at this:

    Let me know if you have further questions, cheers.

  • SyndarylSyndaryl Posts: 521

    Take a look at this:

    Let me know if you have further questions, cheers.

    Thank you, but that doesn't talk about bringing in my own density maps at all? I didn't mean importing a brush shape, or how to paint, I meant "Import my own density map that I edited in Photoshop", which is what I thought you were talking about and would be the only way how to make sure the LAMH eyebrows line up with the underlying texture.

  • Oso3DOso3D Posts: 15,041
    edited March 2017

    If you have an eyebrow mask:

    Open it up in photoshop.

    Make a layer that's pure white, another that's pure red, then use the eyebrow mask as a mask between them so you end up with pure red brows on white background, flatten.

    In LAMH editor, load it as a density map.

    And there you go.

    (If you DON'T have an eyebrow mask, basically... make one from the face texture)

     

    Post edited by Oso3D on
  • RAMWolffRAMWolff Posts: 10,227

    Quick question.. I see in your vid you are working a bit to achieve symmetry on the beard.  Shouldn't there be a symmetry option for the density map and eraser? 

  • RAMWolff said:

    Quick question.. I see in your vid you are working a bit to achieve symmetry on the beard.  Shouldn't there be a symmetry option for the density map and eraser? 

    Nope, no symmetry on those yet.

  • SyndarylSyndaryl Posts: 521
     

    In LAMH editor, load it as a density map.

    Yes, this is the step I don't know how to do and can't find any instructions on :)

  • Syndaryl said:
     

    In LAMH editor, load it as a density map.

    Yes, this is the step I don't know how to do and can't find any instructions on :)

    You're right, that tutorial I pointed out doesn't explain it. Let me pull out some documentation...

  • Syndaryl said:
     

    In LAMH editor, load it as a density map.

    Yes, this is the step I don't know how to do and can't find any instructions on :)

    Syndaryl take a look at the chapter "Shave Groups" starting at page 20 of the manual (http://www.furrythings.com/LAMH1.5/LAMH.manual.1.5.zip).

    You click the 'group material setup' button and the window that will open will show all the model materials; you can edit each of those assigning a custom density map. For example, you may assign one for the material SkinFace (genesis), clicking on the "+" button and browsing one.

  • SyndarylSyndaryl Posts: 521

    Syndaryl take a look at the chapter "Shave Groups" starting at page 20 of the manual (http://www.furrythings.com/LAMH1.5/LAMH.manual.1.5.zip).

    You click the 'group material setup' button and the window that will open will show all the model materials; you can edit each of those assigning a custom density map. For example, you may assign one for the material SkinFace (genesis), clicking on the "+" button and browsing one.

    Aha! I swear I did look in the documentation, but then sometimes I can't find my nose on my face. I probably spelled stomething wrong :P

    Thank you very much for going to the effort for me, it's greatly appreciated.

  • Syndaryl said:

    Syndaryl take a look at the chapter "Shave Groups" starting at page 20 of the manual (http://www.furrythings.com/LAMH1.5/LAMH.manual.1.5.zip).

    You click the 'group material setup' button and the window that will open will show all the model materials; you can edit each of those assigning a custom density map. For example, you may assign one for the material SkinFace (genesis), clicking on the "+" button and browsing one.

    Aha! I swear I did look in the documentation, but then sometimes I can't find my nose on my face. I probably spelled stomething wrong :P

    Thank you very much for going to the effort for me, it's greatly appreciated.

    You're welcome. See that at the time LAMH was developed I had the "brilliant" idea to use red/white masks for density maps; so you will have just to tune your one to that color range.

  • SyndarylSyndaryl Posts: 521

    Can do. I can see the temptation to just pull out the R channel when coding :)

  • Can one hope that since so many of the new squirrel images to hit the galleries say "rendered in Iray", the new version of LAMH is coming sooner rather than later?

  • Kendall SearsKendall Sears Posts: 2,995

    The squirrel is using the current LAMH FiberHair which exports directly to the DS viewport.

    Kendall

  • Can one hope that since so many of the new squirrel images to hit the galleries say "rendered in Iray", the new version of LAMH is coming sooner rather than later?

    Hello, if by new version you mean one that supports native Iray hair/fur no, that will happen only when Nvidia will add a hair primitive in the Iray engine and DAZ later will integrate it in Studio. Until then every method used by LAMH is to convert fur into geometry. On my new PC things run pretty fast and converting squirrel fur (7 shave groups for a total of about 900k hair), takes less than 4 minutes; render (gti 1080 8gb) about 12 minutes.

  • Oh well.  I don't really mind waiting for all the shavegroups to export, I was just hoping I would be able to pose the guidehairs directly in Studio.  That way I can make a braided hairstyle... ;)

  • dreamfarmerdreamfarmer Posts: 2,128

    I'm just hoping it will be much less crashy. That has, so far, prevented me from doing anything other than using presets and even then using those in Iray ends up being so risky.

  • While I must admit this version is prone to crashing, I have discovered that there are certain actions which tend to cause crashes; I just try to avoid them, and always save my projects before going on to each step, and after every major operation.  That way, if it does crash, I only loose about 5 minutes of work.  While the crashes are an annoyance, I can only imagine how many miles of coding goes into something like this, so for now I am content to live with it, because I like the results so much.

  • Oso3DOso3D Posts: 15,041

    I also like to save presets of the hair, and then make sure to delete LAMH before saving the file, or at least having a backup like that, in case it crashes and the scene can't be opened.

     

  • Kendall SearsKendall Sears Posts: 2,995

    I also like to save presets of the hair, and then make sure to delete LAMH before saving the file, or at least having a backup like that, in case it crashes and the scene can't be opened.

     

    If you get a crashing duf file with an embedded LAMH preset, disable the LAMH plugin from the plugins menu and then load the file.  Then you can save the .duf back out without the LAMH preset inside.

    Kendall

  • Oso3DOso3D Posts: 15,041

    Ah, thanks.

     

  • FusionLAFusionLA Posts: 249
    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

    Noooooooooo...
    Literally said that :)

    Tried to stay away from this thread for awhile (just about a year), hoping when I came back LAMH 2.0 would be out.

    Been using iray more and more, and would be nice to have native hair renderer.


    That teaser video you did awhile back, was looking good with the hair control morphs.
    Lookimg forward when it arives, hope it going very well for you.

     

    2.0?
    I'm going to need 3.0, to regrow my own hair back from pulling it out waiting on 2.0smiley

     

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

    Noooooooooo...
    Literally said that :)

    Tried to stay away from this thread for awhile (just about a year), hoping when I came back LAMH 2.0 would be out.

    Been using iray more and more, and would be nice to have native hair renderer.


    That teaser video you did awhile back, was looking good with the hair control morphs.
    Lookimg forward when it arives, hope it going very well for you.

     

    2.0?
    I'm going to need 3.0, to regrow my own hair back from pulling it out waiting on 2.0smiley

     

    There have been some challenges, but I'm not going to make excuses.  What I showed before were not morphs that are limited to a specific shape, but full rigging.

    There has been a little bit in the way of a shift of directions in the way we're likely to release the newer version(s) of LAMH.  There will be more information as it is warranted.

    Kendall

  • SyndarylSyndaryl Posts: 521

    I'm glad to hear you still have interest in taking the project forward. Hurray!

  • FusionLAFusionLA Posts: 249
    FusionLA said:
    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

    Noooooooooo...
    Literally said that :)

    Tried to stay away from this thread for awhile (just about a year), hoping when I came back LAMH 2.0 would be out.

    Been using iray more and more, and would be nice to have native hair renderer.


    That teaser video you did awhile back, was looking good with the hair control morphs.
    Lookimg forward when it arives, hope it going very well for you.

     

    2.0?
    I'm going to need 3.0, to regrow my own hair back from pulling it out waiting on 2.0smiley

     

    There have been some challenges, but I'm not going to make excuses.  What I showed before were not morphs that are limited to a specific shape, but full rigging.

    There has been a little bit in the way of a shift of directions in the way we're likely to release the newer version(s) of LAMH.  There will be more information as it is warranted.

    Kendall

    Glad it is still being devolped!
    Full rigging on hair, that would be great.

    Good Luck Kendall with the project.

     

     



     

  • I have been having a problem with the LAMH editor recently.  I am creating a fur preset, and for some reason I am not able to paint the density maps.  At one stage of the process I did load a texture map into the density slot, but it didn't look right, so I deleted it.  I am able to access the usual density map painting interface, but it's like the paintbrush isn't working.  Hoping someone has an idea of what went wrong.

  • Kendall SearsKendall Sears Posts: 2,995

    I have been having a problem with the LAMH editor recently.  I am creating a fur preset, and for some reason I am not able to paint the density maps.  At one stage of the process I did load a texture map into the density slot, but it didn't look right, so I deleted it.  I am able to access the usual density map painting interface, but it's like the paintbrush isn't working.  Hoping someone has an idea of what went wrong.

    If it is Genesis 3 based, then 3D paint is only working on the head ATM.

    Kendall

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