Anyone else seeing a change in hair buying decisions since 4.11?

2

Comments

  • LinwellyLinwelly Posts: 5,989

    I will be testing to create the strand based for some time until I decide, so far it doesn't seem to kill my not so optimal system so thats a go for me, but then I've been saturated with hair for the characters I use. the d-force hair will have to wait

  • Joe CotterJoe Cotter Posts: 3,259

    Since the average head ranges between 80k-150k hair folicles on the scalp, all of which one would ideally want to make dynamic... and of course with multiple characters on the screen at the same time, with accompanying complexity in things like cloth etc... Full reality is a way off and will end up moving in step fashion to that point. At which stair on the staircase any given person finds useful will depend on them and the particular circumstances. tldr, it will be a mixed environment for most people for a while as even when hero characters can support good strand tech, mid-ground and background characters will be using simpler constructs.

  • PadonePadone Posts: 3,804

    Not to let you dazzers down .. But strand-based hair is quite the standard in professional 3d apps and so far daz was stone-age with its alpha-mapped hair assets. That's also why the Blender importer features a tool to convert alpha-mapped hair to strand-based hair.

    If designed and implemented correctly strand-based hair is the only way to go for photorealism. Also it takes far less vram because you don't need large textures for them to work fine. And they can animate far better than alpha-mapped hair. Of course proper optimization of the physics engine is needed for fibers, but this should be done already in 4.11 afaik.

  • OdaaOdaa Posts: 1,548
    Padone said:

    Not to let you dazzers down .. But strand-based hair is quite the standard in professional 3d apps and so far daz was stone-age with its alpha-mapped hair assets. That's also why the Blender importer features a tool to convert alpha-mapped hair to strand-based hair.

    If designed and implemented correctly strand-based hair is the only way to go for photorealism. Also it takes far less vram because you don't need large textures for them to work fine. And they can animate far better than alpha-mapped hair. Of course proper optimization of the physics engine is needed for fibers, but this should be done already in 4.11 afaik.

    Yawn. Call me when Blender or Maya (...or Carrara) strand-based hair can do this: https://www.daz3d.com/kerkyra-hair

     

  • I am taking a wait and see attitude.  I purchased the Elyssa Ponytail and Longdrape hair and they work great in some poses and not so much in couples poses as the hair does not properly drape on the other person so there is stil a way to go.  There are still limitations.

  • PadonePadone Posts: 3,804
    Odaa said:

    Yawn. Call me when Blender or Maya (...or Carrara) strand-based hair can do this: https://www.daz3d.com/kerkyra-hair

    Do you mean like this ? https://www.pinterest.it/pin/328903579029286454/ .. it wasn't hard to find just googling for maya strand-based hair ..

     

  • GoggerGogger Posts: 2,417
    L'Adair said:
    Gogger said:

    Whew! I didn't want to rain on anyone's Strand Based Hair parade as they are just gushing over it in another thread and the whole time I'm looking at the results thinking, Yeah, the birth of new technology/capabilities is exciting but when did "hairplug hairlines" become sexy? I just couldn't see what everyone else was seeing. I guess to me the Emperor just seemed fat, ugly and naked. <shrug>

     

    That said, they are not ALL all bad. Shaved sides seem to work great, beards work great, animals are showing potential, but in my opinion have taken a step backwards in quality. Maybe I just got spoiled with Look At My Hair, but I am sure great and amazing things are just around the next Strand Based Hair corner.

    To be fair, many of us with LAMH can't do any better. (Speaking for myself, I can't do much of anything with LAMH, and I've had it for years.) I depend on the talent of others to provide presets for my animals. I assume there are some out there, but I'm not familiar with any LAMH on human figures.

    Do you have links to some images where the human figures are wearing LAMH hair? I'd like to see how they compare, maybe pick up some ideas for when I try my hand at SBH. Or even try again to learn how to do more than lengthen or shorten fur in LAMH!

    Regardless, Strand-Based Hair is a new tool. On the one hand, it's going to take time to master, and on the other, (I'm strongly hoping for,) continuing development and further refinement of the tool by Daz.

    I should have been more clear, I didn't mean to infer that I like LAMH for human hair - but the animals and creatures are just awesome. I know some people did LAMH for people, but nothing I ever saw really caught my fancy.

  • OdaaOdaa Posts: 1,548
    edited June 2019
    Padone said:
    Odaa said:

    Yawn. Call me when Blender or Maya (...or Carrara) strand-based hair can do this: https://www.daz3d.com/kerkyra-hair

    Do you mean like this ? https://www.pinterest.it/pin/328903579029286454/ .. it wasn't hard to find just googling for maya strand-based hair ..

     

    Actual braids, not hair twists, sorry for not being specific.

    That one is well-done though, and I don't deny that strand-based hair covers a lot of possibilities.

    Post edited by Odaa on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,625
    Odaa said:
    Padone said:
    Odaa said:

    Yawn. Call me when Blender or Maya (...or Carrara) strand-based hair can do this: https://www.daz3d.com/kerkyra-hair

    Do you mean like this ? https://www.pinterest.it/pin/328903579029286454/ .. it wasn't hard to find just googling for maya strand-based hair ..

     

    Actual braids, not hair twists, sorry for not being specific.

    I have spent hours trying 

  • nicsttnicstt Posts: 11,715
    Odaa said:
    Padone said:

    Not to let you dazzers down .. But strand-based hair is quite the standard in professional 3d apps and so far daz was stone-age with its alpha-mapped hair assets. That's also why the Blender importer features a tool to convert alpha-mapped hair to strand-based hair.

    If designed and implemented correctly strand-based hair is the only way to go for photorealism. Also it takes far less vram because you don't need large textures for them to work fine. And they can animate far better than alpha-mapped hair. Of course proper optimization of the physics engine is needed for fibers, but this should be done already in 4.11 afaik.

    Yawn. Call me when Blender or Maya (...or Carrara) strand-based hair can do this: https://www.daz3d.com/kerkyra-hair

     

    It looks fake, so I certainly hope not.

  • JonnyRayJonnyRay Posts: 1,744

    Certainly if you look at some of what has been done commercially with stand based hair, braids, etc, should be possible. But it may take some new tools to make it work for us. If you think about strand based hair the same way you do real hair, you would have a hard time braiding hair with nothing but a comb and scissors to work with too. :)

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,625
    JonnyRay said:

    Certainly if you look at some of what has been done commercially with stand based hair, braids, etc, should be possible. But it may take some new tools to make it work for us. If you think about strand based hair the same way you do real hair, you would have a hard time braiding hair with nothing but a comb and scissors to work with too. :)

    Exactly 

    in Carrara I only get points to pull and they move the whole hair if ik is on or stretch if disabled it could be possible but exceedingly tedious 

    in Zbrush with the move brush I sort of shaped a lock in a zig zag on one axis and an S bend on the other and duplicated it, all 3 update which is handy but again was extremely tedious and looked crap

  • L'AdairL'Adair Posts: 9,479
    Gogger said:
    L'Adair said:
    Gogger said:

    Whew! I didn't want to rain on anyone's Strand Based Hair parade as they are just gushing over it in another thread and the whole time I'm looking at the results thinking, Yeah, the birth of new technology/capabilities is exciting but when did "hairplug hairlines" become sexy? I just couldn't see what everyone else was seeing. I guess to me the Emperor just seemed fat, ugly and naked. <shrug>

     

    That said, they are not ALL all bad. Shaved sides seem to work great, beards work great, animals are showing potential, but in my opinion have taken a step backwards in quality. Maybe I just got spoiled with Look At My Hair, but I am sure great and amazing things are just around the next Strand Based Hair corner.

    To be fair, many of us with LAMH can't do any better. (Speaking for myself, I can't do much of anything with LAMH, and I've had it for years.) I depend on the talent of others to provide presets for my animals. I assume there are some out there, but I'm not familiar with any LAMH on human figures.

    Do you have links to some images where the human figures are wearing LAMH hair? I'd like to see how they compare, maybe pick up some ideas for when I try my hand at SBH. Or even try again to learn how to do more than lengthen or shorten fur in LAMH!

    Regardless, Strand-Based Hair is a new tool. On the one hand, it's going to take time to master, and on the other, (I'm strongly hoping for,) continuing development and further refinement of the tool by Daz.

    I should have been more clear, I didn't mean to infer that I like LAMH for human hair - but the animals and creatures are just awesome. I know some people did LAMH for people, but nothing I ever saw really caught my fancy.

    Yes, LAMH is totally awesome for animals and creatures. But that doesn't really change my statement. Animals or humans, I still can't do any better in LAMH than in SBH. (Some might even say I do better in SBH as I've actually manage one somewhat decent hair with SBH, albeit starting with the provided Mohawk. The scalp is from Shaved Hair for G3M, not SBH.)

    First Attempt Strand Based Hair

    The only thing I've used LAMH successfully for is converting LAMH Presets to Fiber Mesh. With one exception. I also lengthened the fur on a preset for the Hivewire Housecat.

    The Royal Mouser

    I honestly believe it won't be long before the talented among us figure out how to do something this good. I've always been impressed with the lion Garibaldi featured on the product page, and their website:

    It shows just how good Garibaldi works for someone with talent and experience. I expect we'll be seeing this sort of quality output in the near future.

  • L'AdairL'Adair Posts: 9,479
    JonnyRay said:

    Certainly if you look at some of what has been done commercially with stand based hair, braids, etc, should be possible. But it may take some new tools to make it work for us. If you think about strand based hair the same way you do real hair, you would have a hard time braiding hair with nothing but a comb and scissors to work with too. :)

    If you've seen Disney's Brave, you know how wonderful Merida's hair was. Pixar actually wrote a new hair simulator just for her curly hair. (link) Getting anything that looks realistic with anything but straight strands is going to be difficult, with any hair creation tool—Unless and until someone develops an "easy button" for braids and Merida-like curls, where you set a guideline and the "button" creates the braid or curl along it. And one then makes changes to the guideline to control density, length, width, and "movement".

    (That's a pretty tall order. I wonder if Daz and SBH can do such a thing…?)

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,625
    L'Adair said:
    JonnyRay said:

    Certainly if you look at some of what has been done commercially with stand based hair, braids, etc, should be possible. But it may take some new tools to make it work for us. If you think about strand based hair the same way you do real hair, you would have a hard time braiding hair with nothing but a comb and scissors to work with too. :)

    If you've seen Disney's Brave, you know how wonderful Merida's hair was. Pixar actually wrote a new hair simulator just for her curly hair. (link) Getting anything that looks realistic with anything but straight strands is going to be difficult, with any hair creation tool—Unless and until someone develops an "easy button" for braids and Merida-like curls, where you set a guideline and the "button" creates the braid or curl along it. And one then makes changes to the guideline to control density, length, width, and "movement".

    (That's a pretty tall order. I wonder if Daz and SBH can do such a thing…?)

    Using a wave, kink or frizz shader function like Carrara does could be one way as it actually doesn’t affect the simulation it’s a post effect on the hair curves

  • wolf359wolf359 Posts: 3,840
    edited June 2019

    Also it takes far less vram because you don't need large textures for them to work 

    fine. And they can animate far better than alpha-mapped hair. Of course proper 

    optimization of the physics engine is needed for fibers, 

     

    Using a wave, kink or frizz shader function like Carrara does could be one way as it actually doesn’t affect the simulation it’s a post effect on the hair curves

    IMHO This is where Daz has (once again)
     opted for Brute force over modern, intelligent efficiency.

    They took the time to develop Dynamic Splines as we have in Maxon C4D.
     
    but apparently they then must be convert to uber dense fiber geometry for 

    rendering/anmating  instead of developing a render engine specific spline shader for the  dynamics that never uses/needs actual geometry.

    I get this level of performance , while editing dynamic hair,
    with C4D's  11 year old, single threaded hair system running on a 
    year 2007 Macbook with 2 gigs of  RAM and no GPU.

     

    I get it... Daz studio is "free"
    However these brute force short, cut solutions are forcing more and more users to have to upgrade hardware just for basic function
    or be abandoned ,and that comes at a cost.

    Post edited by wolf359 on
  • Richard HaseltineRichard Haseltine Posts: 102,890
    wolf359 said:

    Also it takes far less vram because you don't need large textures for them to work 

    fine. And they can animate far better than alpha-mapped hair. Of course proper 

    optimization of the physics engine is needed for fibers, 

     

    Using a wave, kink or frizz shader function like Carrara does could be one way as it actually doesn’t affect the simulation it’s a post effect on the hair curves

    IMHO This is where Daz has (once again)
     opted for Brute force over modern, intelligent efficiency.

    They took the time to develop Dynamic Splines as we have in Maxon C4D.
     
    but apparently they then must be convert to uber dense fiber geometry for 

    rendering/anmating  instead of developing a render engine specific spline shader for the  dynamics that never uses/needs actual geometry.

    As far as I am aware this is imposed by the fact that Iray doesn't support curves.

  • Richard HaseltineRichard Haseltine Posts: 102,890
    L'Adair said:
    JonnyRay said:

    Certainly if you look at some of what has been done commercially with stand based hair, braids, etc, should be possible. But it may take some new tools to make it work for us. If you think about strand based hair the same way you do real hair, you would have a hard time braiding hair with nothing but a comb and scissors to work with too. :)

    If you've seen Disney's Brave, you know how wonderful Merida's hair was. Pixar actually wrote a new hair simulator just for her curly hair. (link) Getting anything that looks realistic with anything but straight strands is going to be difficult, with any hair creation tool—Unless and until someone develops an "easy button" for braids and Merida-like curls, where you set a guideline and the "button" creates the braid or curl along it. And one then makes changes to the guideline to control density, length, width, and "movement".

    (That's a pretty tall order. I wonder if Daz and SBH can do such a thing…?)

    Using a wave, kink or frizz shader function like Carrara does could be one way as it actually doesn’t affect the simulation it’s a post effect on the hair curves

    The hair shader does in fact support things like this.

  • nonesuch00nonesuch00 Posts: 18,333
    Padone said:

    Not to let you dazzers down .. But strand-based hair is quite the standard in professional 3d apps and so far daz was stone-age with its alpha-mapped hair assets. That's also why the Blender importer features a tool to convert alpha-mapped hair to strand-based hair.

    If designed and implemented correctly strand-based hair is the only way to go for photorealism. Also it takes far less vram because you don't need large textures for them to work fine. And they can animate far better than alpha-mapped hair. Of course proper optimization of the physics engine is needed for fibers, but this should be done already in 4.11 afaik.

    I didn't know Blender could do that. That alpha to strand based transform was just what I was wanting.

  • nonesuch00nonesuch00 Posts: 18,333

    I've felt Girabaldi examples have always looked better than LAMH examples. I never used Girabaldi because the registration process kept failing. That limitation is gone.

  • wolf359wolf359 Posts: 3,840
    wolf359 said:

    Also it takes far less vram because you don't need large textures for them to work 

    fine. And they can animate far better than alpha-mapped hair. Of course proper 

    optimization of the physics engine is needed for fibers, 

     

    Using a wave, kink or frizz shader function like Carrara does could be one way as it actually doesn’t affect the simulation it’s a post effect on the hair curves

    IMHO This is where Daz has (once again)
     opted for Brute force over modern, intelligent efficiency.

    They took the time to develop Dynamic Splines as we have in Maxon C4D.
     
    but apparently they then must be convert to uber dense fiber geometry for 

    rendering/anmating  instead of developing a render engine specific spline shader for the  dynamics that never uses/needs actual geometry.

    As far as I am aware this is imposed by the fact that Iray doesn't support curves.

     

     

    No...... it does not.cool
    After all curves/splines are typically a VXF used in animation.

    IRay  Appears targeted to Architecture and product visualization.

    It seems not designed to be a character or VFX/animation render engine based on the official promotional galleries:

    https://www.irayplugins.com/iray-for-maya/gallery.php
    https://www.irayplugins.com/iray-for-rhino/gallery.php
    https://www.irayplugins.com/iray-for-3ds-max/gallery.php

    Many Iclone users were made painfully aware of this when RL  implemented IRay Iclone
    Where it does not support Iclone's animated particle effects.

    wolf359 said:

    Also it takes far less vram because you don't need large textures for them to work 

    fine. And they can animate far better than alpha-mapped hair. Of course proper 

    optimization of the physics engine is needed for fibers, 

     

    Using a wave, kink or frizz shader function like Carrara does could be one way as it actually doesn’t affect the simulation it’s a post effect on the hair curves

    IMHO This is where Daz has (once again)
     opted for Brute force over modern, intelligent efficiency.

    They took the time to develop Dynamic Splines as we have in Maxon C4D.
     
    but apparently they then must be convert to uber dense fiber geometry for 

    rendering/anmating  instead of developing a render engine specific spline shader for the  dynamics that never uses/needs actual geometry.

    As far as I am aware this is imposed by the fact that Iray doesn't support curves.

     

  • RobotHeadArtRobotHeadArt Posts: 917
    L'Adair said:
    JonnyRay said:

    Certainly if you look at some of what has been done commercially with stand based hair, braids, etc, should be possible. But it may take some new tools to make it work for us. If you think about strand based hair the same way you do real hair, you would have a hard time braiding hair with nothing but a comb and scissors to work with too. :)

    If you've seen Disney's Brave, you know how wonderful Merida's hair was. Pixar actually wrote a new hair simulator just for her curly hair. (link) Getting anything that looks realistic with anything but straight strands is going to be difficult, with any hair creation tool—Unless and until someone develops an "easy button" for braids and Merida-like curls, where you set a guideline and the "button" creates the braid or curl along it. And one then makes changes to the guideline to control density, length, width, and "movement".

    (That's a pretty tall order. I wonder if Daz and SBH can do such a thing…?)

    https://vimeo.com/140151898

    Now if there was a way to import guide curves into DAZ SBH that might be something.  I've asked twice and not gotten an answer on if it is currently technically possible or not.

  • L'AdairL'Adair Posts: 9,479
    L'Adair said:
    JonnyRay said:

    Certainly if you look at some of what has been done commercially with stand based hair, braids, etc, should be possible. But it may take some new tools to make it work for us. If you think about strand based hair the same way you do real hair, you would have a hard time braiding hair with nothing but a comb and scissors to work with too. :)

    If you've seen Disney's Brave, you know how wonderful Merida's hair was. Pixar actually wrote a new hair simulator just for her curly hair. (link) Getting anything that looks realistic with anything but straight strands is going to be difficult, with any hair creation tool—Unless and until someone develops an "easy button" for braids and Merida-like curls, where you set a guideline and the "button" creates the braid or curl along it. And one then makes changes to the guideline to control density, length, width, and "movement".

    (That's a pretty tall order. I wonder if Daz and SBH can do such a thing…?)

    https://vimeo.com/140151898

    Now if there was a way to import guide curves into DAZ SBH that might be something.  I've asked twice and not gotten an answer on if it is currently technically possible or not.

    Was it possible in Garibaldi Express? If not, it may take longer for Daz to develop than if they "only" have to rework the code. Daz tends to play things close to the vest, so if they are working on something like this, they may not want to say anything until they know they can make it happen. (And no, I do not have any insider information. I'm as a big a mushroom as anyone else here! lol)

     

  • pdr0pdr0 Posts: 204
    L'Adair said:
     

    https://vimeo.com/140151898

    Now if there was a way to import guide curves into DAZ SBH that might be something.  I've asked twice and not gotten an answer on if it is currently technically possible or not.

     

    FBX supports splines/curves ; it's one way to transfer across 3D applications

    But DS FBX support is quite limited...

    Also, you would need a tool or some way to convert the splines back to the native hair system

  • wolf359wolf359 Posts: 3,840

    Now if there was a way to import guide curves into DAZ SBH that might be something.  

     

    Being able import splines&curves ,from another, application
    Seems not the issue here as Daz  studio 4.11 already supports curves with the new hair system. 

    The "issue" is that IRay can only render polygon based geometry
    unlike other hair systems that apply engine native shaders  to the curves as Render/post effect.

    BTW way C4D can "stroke" its hair curves with geometry
    essentially creating "fibermesh" hair  however there is no
    logical reason to do so within C4D as the splines are much 
    less resource intensive for animation.

  • PadonePadone Posts: 3,804
    Odaa said:

    Actual braids, not hair twists, sorry for not being specific.

    In Blender you can use any geometry tool to design your hair then convert it to particle hair. I suppose the same can be done in Maya.

     

  • DripDrip Posts: 1,207
    edited June 2019
    Post edited by Drip on
  • wolf359wolf359 Posts: 3,840

    I suppose the same can be done in Maya.


    Mayas Xgen hair can also and will have Dynamics for draping &animation as well

  • OdaaOdaa Posts: 1,548
    nicstt said:
    Odaa said:
    Padone said:

    Not to let you dazzers down .. But strand-based hair is quite the standard in professional 3d apps and so far daz was stone-age with its alpha-mapped hair assets. That's also why the Blender importer features a tool to convert alpha-mapped hair to strand-based hair.

    If designed and implemented correctly strand-based hair is the only way to go for photorealism. Also it takes far less vram because you don't need large textures for them to work fine. And they can animate far better than alpha-mapped hair. Of course proper optimization of the physics engine is needed for fibers, but this should be done already in 4.11 afaik.

    Yawn. Call me when Blender or Maya (...or Carrara) strand-based hair can do this: https://www.daz3d.com/kerkyra-hair

     

    It looks fake, so I certainly hope not.

    The fact that the PAs liked to do cartoony promo art is not the point, and the fact that you personally don't need anything like it, is not the point either. 

    The point is, it has *braids*, a type of hair that some of us have a use for, and which is difficult to pull off with strand based hair. As the example Padrone found shows, either you're faking the braids with hair twists in strand hair, or you're faking the whole hair, braids and all, with transmapped, interwoven ribbons in conventionally modelled hair. 

    I am in favor of strand-based hair as a concept, and look forward to seeing where it will go in Daz Studio. But it's just not quite 100% there, in any software. IMHO.

    Padone said:
    Odaa said:

    Actual braids, not hair twists, sorry for not being specific.

    In Blender you can use any geometry tool to design your hair then convert it to particle hair. I suppose the same can be done in Maya.

     

    Bravo, I am impressed.

  • 3Ddreamer3Ddreamer Posts: 1,318

    Well since dForce Eddie Hair dumps me to CPU before it will render I will probably be very wary of buying more strand-based dforce hair until I see if the next beta fixes that. And if it doesn't, I'll have to completely love and not have anything similar already, before buying more.

    And I'm waiting for RSSY M4 Hair convert laugh

Sign In or Register to comment.