SBH = Garibaldi2.0?

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Comments

  • lilweep said:

    Sven Dullah said:

    lilweep said:

    UV this UV that

    idgi

     

    Don't worry, you don't have to get it. You have a working RiCurves shader. Tks for the render! I can see faint highlights with obviously correct anisotropy direction. My next question would be: Do you get the same result with a self made SBH model, with the same shader? (And I still haven't seen a render of a shiny dark SBH with physically correct plausible highlight intensity.) Still don't get it?

    that was one i made by myself with the SBH Editor.

    im not versed in the minutia of correct anisotropy, fresnelI effect, and highlight itnensities, or whatever.  Maybe all of that is important, idk.

    Im really just focused on getting the style and hair strands down.  Even with a basic plastic shader SBH hairs can look okay... better than some transmapped hairs thats for sure.  In that render i was just using the SBH hair shader preset i linked to earlier, which is just based on Daz's iray dual lobe hair shader.

    That said, I like the Hair BSDF shader in Blender much more, which apparently is the same one from Zootopia or something.  Out of the box, it looks a lot better than the daz dual lobe. And renders fast.

    Good job on modelling! Yuo got me there, tks! 

  • jag11jag11 Posts: 885
    edited September 2022

    I am sharing the url link to the practical chiang hair model for those daring to experiment with shaders based on fiber_chiang_hair_fur.mdl

    Lucky owners of an RTX card will benefit even more from accelerated hair rendering.

    The Practical Chiang Hair Model document link is here

    The same document can be found at Disney although at a lower quality.

    The RTX-Accelerated Hair document is here

    Post edited by jag11 on
  • jag11 said:

    I am sharing the url link to the practical chiang hair model for those daring to experiment with shaders based on fiber_chiang_hair_fur.mdl

    Lucky owners of an RTX card will benefit even more from accelerated hair rendering.

    The Practical Chiang Hair Model document link is here

    The same document can be found at Disney although at a lower quality.

    The RTX-Accelerated Hair document is here

    Tks!! 

  • jag11jag11 Posts: 885
    edited September 2022

    As I dont have mustache prop that I recall, I created one in Strand-based hair editor and applied the fiber_chiang_hair_fur.mdl in Shader Mixer, for the ginger color I used 70,21,9 as RGB values.

    Individual fibers are splines, not geometry, I think looks great.

    Fiber Chiang Hair fur.png
    1920 x 1080 - 4M
    Fiber Chiang Hair fur 3.png
    1980 x 1114 - 2M
    Post edited by jag11 on
  • lilweeplilweep Posts: 2,550
    edited September 2022

    jag11 said:

    As I dont have mustache prop that I recall, I created one in Strand-based hair editor and applied the fiber_chiang_hair_fur.mdl in Shader Mixer, for the ginger color I used 70,21,9 as RGB values.

    Individual fibers are splines, not geometry, I think looks great.

     

    Is there somewhere where we can read about SBH Editor and splines vs geometry.  If you increase tesselation of SBH in parameters, does that make it geometry?  Zooming in on strand with high tesselation, it looks like geometry.

    Post edited by lilweep on
  • GordigGordig Posts: 10,171

    lilweep said:

    jag11 said:

    As I dont have mustache prop that I recall, I created one in Strand-based hair editor and applied the fiber_chiang_hair_fur.mdl in Shader Mixer, for the ginger color I used 70,21,9 as RGB values.

    Individual fibers are splines, not geometry, I think looks great.

     

    Is there somewhere where we can read about SBH Editor and splines vs geometry.  If you increase tesselation of SBH in parameters, does that make it geometry?  Zooming in on strand with high tesselation, it looks like geometry.

    Strands become geometry when they're rendered.

  • Gordig said:

    lilweep said:

    jag11 said:

    As I dont have mustache prop that I recall, I created one in Strand-based hair editor and applied the fiber_chiang_hair_fur.mdl in Shader Mixer, for the ginger color I used 70,21,9 as RGB values.

    Individual fibers are splines, not geometry, I think looks great.

     

    Is there somewhere where we can read about SBH Editor and splines vs geometry.  If you increase tesselation of SBH in parameters, does that make it geometry?  Zooming in on strand with high tesselation, it looks like geometry.

    Strands become geometry when they're rendered.

    3Delight will take them as curves, as will Iray now if divisions are set to 0

  • EthinEthin Posts: 1,169
    edited January 2023

    Oso3D said:

    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.

     Ok, so for the very very very few 3dl users that that is a deal breaker, what are our options?

    'Cause for me that made learning to use SBH or buying certain SBH products feel mostly like a waste of time and money.

    Post edited by Ethin on
  • kervalakervala Posts: 186

    Catherine3678ab said:

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

     

    SBH too can be exported in OBJ :) You just have to enable "Preview PR Hairs" in Parameters and then you can export it :) I'm using that to convert SBH to meshes, simplify them in Blender and eventually create new morphs for it :)

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