SBH = Garibaldi2.0?

DAZ bought GB, they say...updated and improved, they say...no wait, it looks and behaves exactly like Garibaldi, even has the Garibaldi shader (for use with 3DL). So what's so new and exciting, why is it so much better? More control? No! Proper UV mapping? No! Simply looks better? No!

Guys, please enlighten me!

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Comments

  • nemesis10nemesis10 Posts: 3,488

    Sven Dullah said:

    DAZ bought GB, they say...updated and improved, they say...no wait, it looks and behaves exactly like Garibaldi, even has the Garibaldi shader (for use with 3DL). So what's so new and exciting, why is it so much better? More control? No! Proper UV mapping? No! Simply looks better? No!

    Guys, please enlighten me!

    The ability to use ot with iRay?

  • PAs can make it dforceable

  • Keep your old Garibaldi too, they work independently. The original one we purchased has .obj export.

  • Tks for the input, yeah what I thought. The "hype" was obviously about making it work with IRay. And yup, GB Express was the first plugin I installed after upgrading to Mac Monterey /DS 4.20. The GB editor of course is upside down and DS shuts down to desktop when I even think about changing the tip color, otherwise works just as well as the SBH editor:))

    So the SBH kinda looks like a downgrade to me, but happy that IRay users now can utilize it. 

     

  • I think D/S always had some issues with the GB shader. I tend to apply a regular shader preset to the hair as soon as I'm finished with the plugin. Then it worked fine.

  • Catherine3678ab said:

    I think D/S always had some issues with the GB shader. I tend to apply a regular shader preset to the hair as soon as I'm finished with the plugin. Then it worked fine.

    Yes it was always buggy:) The flipside of your method, though, is that then you wouldn't use the dedicated 3Delight hair specular BRDF , that has built in volumetric effects like translucency and SSS;)

  • lilweeplilweep Posts: 2,550

    Sven Dullah said:

    DAZ bought GB, they say...updated and improved, they say...no wait, it looks and behaves exactly like Garibaldi, even has the Garibaldi shader (for use with 3DL). So what's so new and exciting, why is it so much better? More control? No! Proper UV mapping? No! Simply looks better? No!

    Guys, please enlighten me!

    SBH (i.e., garibaldi 2.0) is basically the best and only option you have in Daz Studio.

    Having recently started to use Blender's hair systems, i now realise that SBH was actually pretty good in terms of ease of use and styling, albeit slower to iterate and takes longer at rendering.

    In terms of your critique about the shaders and UVs.  Um, just change the shader...  Daz has a free dual lobe hair shader built into Daz Studio, and there are SBH shaders on the Daz Store.  I use this one: https://www.daz3d.com/real-hair-shaders-for-dforce-and-strand-based-hairs ;

     

    I'm sorry but is there a better hair or fur system in Daz Studio? No there isn't.  If you dont use SBH editor then you only have the (mostly) ugly 2D-looking hair they sell on the Daz Store.

     

  • lilweeplilweep Posts: 2,550

    Sven Dullah said:

    Tks for the input, yeah what I thought. The "hype" was obviously about making it work with IRay. And yup, GB Express was the first plugin I installed after upgrading to Mac Monterey /DS 4.20. The GB editor of course is upside down and DS shuts down to desktop when I even think about changing the tip color, otherwise works just as well as the SBH editor:))

    So the SBH kinda looks like a downgrade to me, but happy that IRay users now can utilize it. 

     

    well the hype was about it being free and basically the only option besides like LAMH or whatever. 

    Also wasnt SBH Editor added as part of Daz Studio like years ago, youre only now complaining about it?

  • lilweep said:

    Sven Dullah said:

    DAZ bought GB, they say...updated and improved, they say...no wait, it looks and behaves exactly like Garibaldi, even has the Garibaldi shader (for use with 3DL). So what's so new and exciting, why is it so much better? More control? No! Proper UV mapping? No! Simply looks better? No!

    Guys, please enlighten me!

    SBH (i.e., garibaldi 2.0) is basically the best and only option you have in Daz Studio.

    Having recently started to use Blender's hair systems, i now realise that SBH was actually pretty good in terms of ease of use and styling, albeit slower to iterate and takes longer at rendering.

    In terms of your critique about the shaders and UVs.  Um, just change the shader...  Daz has a free dual lobe hair shader built into Daz Studio, and there are SBH shaders on the Daz Store.  I use this one: https://www.daz3d.com/real-hair-shaders-for-dforce-and-strand-based-hairs ;

     

    I'm sorry but is there a better hair or fur system in Daz Studio? No there isn't.  If you dont use SBH editor then you only have the (mostly) ugly 2D-looking hair they sell on the Daz Store.

     

    I think you are stating the obvious here, but tks anyway! And switching to IRay just for the sake of rendering SBH is not a viable option for me. 

  • lilweep said:

    Sven Dullah said:

    Tks for the input, yeah what I thought. The "hype" was obviously about making it work with IRay. And yup, GB Express was the first plugin I installed after upgrading to Mac Monterey /DS 4.20. The GB editor of course is upside down and DS shuts down to desktop when I even think about changing the tip color, otherwise works just as well as the SBH editor:))

    So the SBH kinda looks like a downgrade to me, but happy that IRay users now can utilize it. 

     

    well the hype was about it being free and basically the only option besides like LAMH or whatever. 

    Also wasnt SBH Editor added as part of Daz Studio like years ago, youre only now complaining about it?

    Since you ask, been using GB Express for many years. Recently upgraded my hardware and was forced to also upgrade from DS4.9 to 4.20. So finding out there are actually less options available and no actual improvements from a 3DL perspective was disappointing. Now, fixing the uv-layout and making the SBH accept textures and adding .obj export would be an improvement.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,495
    edited September 2022

    well AFAIK the Garibaldi source code was released so someone else could in theory develop a fork with other features 

    I cannot seem to find it though as the site is now reference only

    https://www.garibaldiexpress.com/

    how much of what DAZ added is accessible via the API I wouldn't know, obviously not the dforce curves but shader features might be

    Post edited by WendyLuvsCatz on
  • Sven DullahSven Dullah Posts: 7,621
    edited September 2022

    WendyLuvsCatz said:

    well the Garibaldi source code was released so someone else could in theory develop a fork with other features 

    how much of what DAZ added is accessible via the API I wouldn't know, obviously not the dforce curves but shader features might be

    I happen to "know" that the devs didn't see it fit to fix the uv issue. It's about changing a couple of lines of code if I'm not mistaken. 

    Post edited by Sven Dullah on
  • Sven Dullah said:

    WendyLuvsCatz said:

    well the Garibaldi source code was released so someone else could in theory develop a fork with other features 

    how much of what DAZ added is accessible via the API I wouldn't know, obviously not the dforce curves but shader features might be

    I happen to "know" that the devs didn't see it fit to fix the uv issue. It's about changing a couple of lines of code if I'm not mistaken. 

    Have you put in a feature request?

  • Richard Haseltine said:

    Sven Dullah said:

    WendyLuvsCatz said:

    well the Garibaldi source code was released so someone else could in theory develop a fork with other features 

    how much of what DAZ added is accessible via the API I wouldn't know, obviously not the dforce curves but shader features might be

    I happen to "know" that the devs didn't see it fit to fix the uv issue. It's about changing a couple of lines of code if I'm not mistaken. 

    Have you put in a feature request?

    Actually not yet. Wanted to gather some more information first.  

  • lilweeplilweep Posts: 2,550

    it's a strand, does it really need to be UV mapped?

    I dont know about that there 3DL shader you speak of, but the Iray shader just has root and tip color biases to adjust the hair color lengthwise across the strand, and then if im not mistaken color is mapped based on the UV of the surface the SBH is connected to...

  • Yes I agree that a better uvmap could be used. Upon occasion I have straightened it out in good ol' Hexie but that task is something of a nightmare.

  • Catherine3678ab said:

    Keep your old Garibaldi too, they work independently. The original one we purchased has .obj export.

    Garibaldi has its own OBJ exporter, but Stand-Based hair is exportable to OBJ and other formats as part of the scene. It's a change in workflow but not a feature loss (the reverse in fact).

  • lilweep said:

    it's a strand, does it really need to be UV mapped?

    I dont know about that there 3DL shader you speak of, but the Iray shader just has root and tip color biases to adjust the hair color lengthwise across the strand, and then if im not mistaken color is mapped based on the UV of the surface the SBH is connected to...

    Yes, it does. 2 in fact. One in the context of itself (the tessellated geometry), and one in the context of the surface it attaches to in order to extract a color.

    So the strands have implicit UVs and can also extract the UVs from the surface from which they grow to pick up the underlying map colour.

  • Sven DullahSven Dullah Posts: 7,621
    edited September 2022

    Richard Haseltine said:

    Garibaldi has its own OBJ exporter, but Stand-Based hair is exportable to OBJ and other formats as part of the scene. It's a change in workflow but not a feature loss (the reverse in fact).

    Aah, thank you! 

    Post edited by Sven Dullah on
  • Catherine3678ab said:

    Keep your old Garibaldi too, they work independently. The original one we purchased has .obj export.

    Wish they had retained the .obj export feature (with textures, of course)

  • Richard Haseltine said:

    Sven Dullah said:

    WendyLuvsCatz said:

    well the Garibaldi source code was released so someone else could in theory develop a fork with other features 

    how much of what DAZ added is accessible via the API I wouldn't know, obviously not the dforce curves but shader features might be

    I happen to "know" that the devs didn't see it fit to fix the uv issue. It's about changing a couple of lines of code if I'm not mistaken. 

    Have you put in a feature request?

    I recently put in a feature request to allow for UV to be retained when working with 3Delight. The reason I wish for .obj with UV export is a want to render animal fur with toon shaders. Maybe the shader will be ugraded in Daz Studio 5... here's hoping my computer can handle the upgrade...

  • Richard Haseltine said:

    Catherine3678ab said:

    Keep your old Garibaldi too, they work independently. The original one we purchased has .obj export.

    Garibaldi has its own OBJ exporter, but Stand-Based hair is exportable to OBJ and other formats as part of the scene. It's a change in workflow but not a feature loss (the reverse in fact).

    Oh that's interesting, will have to give a try, thanks :-) 

  • cathan01_wwg1wga said:

    Catherine3678ab said:

    Keep your old Garibaldi too, they work independently. The original one we purchased has .obj export.

    Wish they had retained the .obj export feature (with textures, of course)

    We may have cross-posted https://www.daz3d.com/forums/discussion/comment/7705836/#Comment_7705836

  • Catherine3678ab said:

    I think D/S always had some issues with the GB shader. I tend to apply a regular shader preset to the hair as soon as I'm finished with the plugin. Then it worked fine.

    What do you mean by issues? Daz Studio is esentially just passing the shader and settings to the render engine, so unless there are issues there it's likely that it is the renderer or the shader is the issue.

  • Richard HaseltineRichard Haseltine Posts: 102,291
    edited September 2022

    nemesis10 said:

    Sven Dullah said:

    DAZ bought GB, they say...updated and improved, they say...no wait, it looks and behaves exactly like Garibaldi, even has the Garibaldi shader (for use with 3DL). So what's so new and exciting, why is it so much better? More control? No! Proper UV mapping? No! Simply looks better? No!

    Guys, please enlighten me!

    The ability to use ot with iRay?

    or any other render engine that couldn't handle RiSpec curves, or indeed any other usage (such as mesh export) that couldn't handle RiSpec curves.

    Post edited by Richard Haseltine on
  • Richard Haseltine said:

    Catherine3678ab said:

    I think D/S always had some issues with the GB shader. I tend to apply a regular shader preset to the hair as soon as I'm finished with the plugin. Then it worked fine.

    What do you mean by issues? Daz Studio is esentially just passing the shader and settings to the render engine, so unless there are issues there it's likely that it is the renderer or the shader is the issue.

    Okay, I tend to think of the renderer as a part of D/S. However as I recall, if I start trying to use the GB shader "as is" in D/S, it did not work too well.

    This was back a few editions of D/S by the way.

    When I tried to make changes on the surface tabs to the GB shader, D/S at times kicked up a fuss [lagging and/or crashing or whatever]. D/S worked better if I changed the shader to the default shader preset types. [pre-Iray days] [stopped lagging and/or crashing etc.] So I just keep it that D/S doesn't particularly like the GB shader type and replace it. No big deal. Translation would be that the shader is the issue.

  • Sven DullahSven Dullah Posts: 7,621
    edited September 2022

    Arguably the Garibaldi shader is the best there is for rendering RiCurves with the ancient  standard vanilla 3Delight tech that DAZ still supports. Note that it requires a linear workflow with gamma correction enabled both in rendersettings and in the shader. Without that it's extremely hard to get meaningful results.

    GB Express was not stable, it crashed DS to desktop quite randomly. I learned to save after every edit to either curves or shader;) I haven't had the time yet to give the SBH a serious try, hoping it's working better in general, but I've already had some crashes so not holding my breath...

    Post edited by Sven Dullah on
  • cathan01_wwg1wgacathan01_wwg1wga Posts: 361
    edited September 2022

    Richard Haseltine said:

    cathan01_wwg1wga said:

    Catherine3678ab said:

    Keep your old Garibaldi too, they work independently. The original one we purchased has .obj export.

    Wish they had retained the .obj export feature (with textures, of course)

    We may have cross-posted https://www.daz3d.com/forums/discussion/comment/7705836/#Comment_7705836

    Thanks, Richard Haseltine. Maybe my export settings were incorrect. I've tried exporting a scene with the Daz House Cat tabby and its strand based hair, and the UV coordinates were lost even in Iray. What export setting do I apply to retain UV such as tabbies, tigers and leopards so I can apply a 3Delight shader once imported back into studio? Kinda like I can with LAMH (well not exactly as LAMH creates textures for the furs based on the figure texture; just the general idea of being able to apply a texture to the fur corresponding to the texture on the figure).

    Post edited by cathan01_wwg1wga on
  • Oso3DOso3D Posts: 15,041
    edited September 2022

    I've used 3dl shaders with dForce Hair on a few occasions. I've even experimented with PWToon shader, heh.

    There are no 3dl shaders that will do texture UV based on the underlying figure, which is obviously a problem for some things. But there are some ways around that, and for many uses that's not so critical.

    Post edited by Oso3D on
  • Sven DullahSven Dullah Posts: 7,621
    edited September 2022

    Oso3D said:

    I've used 3dl shaders with dForce Hair on a few occasions. I've even experimented with PWToon shader, heh.

    There are no 3dl shaders that will do texture UV based on the underlying figure, which is obviously a problem for some things. But there are some ways around that, and for many uses that's not so critical.

    I think I need to (try to) comission a certain fox to make a proper pathtracer compatible SBH shader;) The GB shader of course renders solid black with scripted pathtracing so can't use it anyway. Wowie's AWE Hair shader is actually based on the 3DL hair spec BRDF, same as Garibaldi, and sees RiCurves, but it is geared towards rendering traditional polygonal hair cards, so, due to the uv-solution you get this flat shade (root-tip blending of course works), and, even worse, you can't adjust specular roughness, it's either 0 or 1. So yeah I use curves for brows, vaellus-type stuff, armpit- etc hair, long hair looks just plain bad, but renders in seconds/minutes.  

    Edit: Made this scene some year ago to test AWE Hair shader on GB hair. So it's still useful for obscure non-PBR-stuff, but as you can see the diffuse color is uniform.

    Post edited by Sven Dullah on
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