I'm curious to know if I can create random fur using the NGE. If I can't use LAMH, or Garibaldi, then maybe some random stuff will do.
Has anyone done this?
Is there a way to create fur using the NGE?
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There's a couple of ways of achieving hair or fur. It's something been personally working on for the last year.
One. You could use a zbrush to produce your hair and then imported as an object (the only downsides to this is the size of the object files are quite big . Depending on the density of your hair)
if you not worried about file size them. Use this this is probably a quick solution.
Two . Use hair fur in 3-D studio Max programs like hair farm ,Ornatrix . Then again, export your objects back into Daz or poser
Here's some examples of what I've achieved with realistic hair and shaders that I built myself skin shaders and hair shaders . (Incidentally, these will be available for download as soon as I finished them)
One. You could use a zbrush to produce your hair and then imported as an object (the only downsides to this is the size of the object files are quite big . Depending on the density of your hair)
if you not worried about file size them. Use this this is probably a quick solution.
Two . Use hair fur in 3-D studio Max programs like hair farm ,Ornatrix . Then again, export your objects back into Daz or poser
Here's some examples of what I've achieved with realistic hair and shaders that I built myself skin shaders and hair shaders . (Incidentally, these will be available for download as soon as I finished them)
W7 64 bit |I7-3970X | GTX 780 X2(6GB) GTX 780TI X2 | 64 GB DDR3 RAM
Real Skin & real hair for Poser / DAZ Studio OctaneRender/iray - coming soon
Real Skin & real hair for Poser / DAZ Studio OctaneRender/iray - coming soon
- larsmidnatt
- Posts: 499
- Joined: Tue Sep 25, 2012 12:28 pm
I thought Octane 2 got fur shader right? BUt I don't use standalone so if its not in the plugin I never learn about it.
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I think you're mistaking for dynamic hair. Octane doesn't actually create the hair, you still need a third party bit of software to do this.
I currently know the poser supports dynamic hair and after playing with it for a while, I wasn't happy with the quality.
I don't believe this is being implemented into the DAZ version well (not as yet) in the version I have anyway.
As I stated above I believe this is the only successful way of really doing realistic hair or fur
unless anybody else can come up with another suggestion, but I have researched it in full for about a year now
Doesn't matter if you use the plug-in or the stand-alone version. The same applies
I currently know the poser supports dynamic hair and after playing with it for a while, I wasn't happy with the quality.
I don't believe this is being implemented into the DAZ version well (not as yet) in the version I have anyway.
As I stated above I believe this is the only successful way of really doing realistic hair or fur
unless anybody else can come up with another suggestion, but I have researched it in full for about a year now
Doesn't matter if you use the plug-in or the stand-alone version. The same applies
W7 64 bit |I7-3970X | GTX 780 X2(6GB) GTX 780TI X2 | 64 GB DDR3 RAM
Real Skin & real hair for Poser / DAZ Studio OctaneRender/iray - coming soon
Real Skin & real hair for Poser / DAZ Studio OctaneRender/iray - coming soon
On the Zbrush hair, has anybody found a workflow for this that works after posing a model? The only way I can figure out is to do hair for a specific pose. As soon as I import it to DAZ it's converted to normal polygons where the hair brush tools don't work, once I reeimport it. In a normal 3D package you'd just transform the original fibermesh tool to fit the transformation of the head, but Zbrush is anything but normal, and I can't figure out how to do it 
The documentation for the Octane fur is weird. As far as I understand, it works only in the standalone, and needs hair as curves? Zbrush can export hair as curves, so it SOUNDS like it'd be possible to do this, maybe by writing a converter to get the curves into the right format.

The documentation for the Octane fur is weird. As far as I understand, it works only in the standalone, and needs hair as curves? Zbrush can export hair as curves, so it SOUNDS like it'd be possible to do this, maybe by writing a converter to get the curves into the right format.
Export Curves
ZBrush can export your sculpted FiberMesh object as guide curves to be used with the Hair and Fur system in the software of your choice.
ZBrush can export native modo, Maya and LightWave files, OBJ files with curves for applications which support them, as well as FMG (FiberMeshGuide; a dedicated file format for the developers who would like to create an importer).
Export Curves
Before exporting, it is important to set the PRE Visualization slider to the percentage of Fibers that you will need as guides. When you click the Export Curve button, ZBrush will display statistics about the number of exported guides.
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Yes fibre mesh is not dynamic e.g. doesn't move. (The only trouble with fibre meshes shorthair can get away with a very low OBJ , but when you get to longhair you're talking possibly
800 meg just for the fair hair files.
This is why I use hair farm . (But it's not a cheap solution. The plug-in itself 600 $)but all my hair files are like 30 meg. (So I can make quite a lot of hair. Morphs
For dynamic fur hair, you can use a Maya fur-system and link it to the curves from ZB once they have been converted into a Maya hair-system. The fur should then get their inclination etc from the dynamic hair-system. ,
I've used Fibermesh to generate dynamic hair for an animated woman i working on (just some longer hair here and there to add a little extra to some non-dynamic fur). It's pretty straightforward, just export the curves to Maya, make them dynamic and attach to the mesh with the commands in the nHair menu. Worked very well in my case.
800 meg just for the fair hair files.
This is why I use hair farm . (But it's not a cheap solution. The plug-in itself 600 $)but all my hair files are like 30 meg. (So I can make quite a lot of hair. Morphs
For dynamic fur hair, you can use a Maya fur-system and link it to the curves from ZB once they have been converted into a Maya hair-system. The fur should then get their inclination etc from the dynamic hair-system. ,
I've used Fibermesh to generate dynamic hair for an animated woman i working on (just some longer hair here and there to add a little extra to some non-dynamic fur). It's pretty straightforward, just export the curves to Maya, make them dynamic and attach to the mesh with the commands in the nHair menu. Worked very well in my case.
W7 64 bit |I7-3970X | GTX 780 X2(6GB) GTX 780TI X2 | 64 GB DDR3 RAM
Real Skin & real hair for Poser / DAZ Studio OctaneRender/iray - coming soon
Real Skin & real hair for Poser / DAZ Studio OctaneRender/iray - coming soon
Yeah I know it's not dynamic in DAZ, I didn't explain it very well.
I want to do something like this:
1: Create a fibermesh hairdo in zbrush
2: Export to DAZ and render as polygons
This is easy enough
At a later time I would like to re-use the hair in another pose, the workflow could be:
1: Pose figure in daz
2: Export figure to Zbrush
3: In Zbrush fit the hair tool and use the grooming brushes on the fibermesh
As far as I can see I can't do step 3, so I either have to recreate the hair from scratch, or pose the polygon version of the hair without the grooming brushes.
About the curves, the idea was to go DAZ > Octane standalone fur renderer without the need for expensive programs in the way.
I want to do something like this:
1: Create a fibermesh hairdo in zbrush
2: Export to DAZ and render as polygons
This is easy enough

At a later time I would like to re-use the hair in another pose, the workflow could be:
1: Pose figure in daz
2: Export figure to Zbrush
3: In Zbrush fit the hair tool and use the grooming brushes on the fibermesh
As far as I can see I can't do step 3, so I either have to recreate the hair from scratch, or pose the polygon version of the hair without the grooming brushes.
About the curves, the idea was to go DAZ > Octane standalone fur renderer without the need for expensive programs in the way.
GTX 780, 6 gigs of VRAM - Win 7 Home Premium 64 bits
"Yes, you're right . Once you export it as an object from Zbrush its static you can't change in any shape or form. (Restyle the hair, etc)
it's a one-way trip. As such .
Now you say about using octane standalone version I have exported Zbrush to the stand-alone version and it works exactly the same as the plug-in doesn't support that?
I seen a few people say this, but I've never ever been able to get it working is dynamic. (I think this is a misconception perceived by most people)
By all means prove me wrong, the stand-alone version should work exactly the same as the plug-in and vice versa.) In fact, you probably more in the plug-in than the stand-alone version if you think about it logically.
If you're thinking about animating hair. In octane, I can assure you dynamic hair is one of the slowest things you could ever animate (you absolutely need a third party program to do this)
If you're looking to style hair you really need to look down the roots of Maya or 3-D studio Max. (Unfortunately there is no easy route to do this. Otherwise, everybody would be doing it)
Zbrush and fibre mesh will do your basics (animating hair or restyling hair) maya hair system or 3d max hair I mean, Poser & daz , do supports dynamic hair. (But how many people have you actually seen animate or use it?) Any type of hair, animation, because it is so complex to do is done in either 3-D studio Max, or other method.
Garibaldi and or LAMH Are the poor man's versions of Zbrush (yes, they work very well for what they do. I can argue with that) but limitations unfortunately on styling, they still have a very long way of going about it the right way (maybe in another to 3 years the have the tools to style hair properly)
This was done a few months back as an experiment with dynamic hair this was old piece i did with dynamic hair in poser ( it was slow as hell to try to animate)
this was done 2 years when was starting out with poser and octane render. (I looked all the options possible )
3: In Zbrush fit the hair tool and use the grooming brushes on the fiber mesh
As far as I can see I can't do step 3, so I either have to recreate the hair from scratch, or pose the polygon version of the hair without the grooming brushes.
About the curves, the idea was to go DAZ > Octane standalone fur renderer without the need for expensive programs in the way.
it's a one-way trip. As such .
Now you say about using octane standalone version I have exported Zbrush to the stand-alone version and it works exactly the same as the plug-in doesn't support that?
I seen a few people say this, but I've never ever been able to get it working is dynamic. (I think this is a misconception perceived by most people)
By all means prove me wrong, the stand-alone version should work exactly the same as the plug-in and vice versa.) In fact, you probably more in the plug-in than the stand-alone version if you think about it logically.
If you're thinking about animating hair. In octane, I can assure you dynamic hair is one of the slowest things you could ever animate (you absolutely need a third party program to do this)
If you're looking to style hair you really need to look down the roots of Maya or 3-D studio Max. (Unfortunately there is no easy route to do this. Otherwise, everybody would be doing it)
Zbrush and fibre mesh will do your basics (animating hair or restyling hair) maya hair system or 3d max hair I mean, Poser & daz , do supports dynamic hair. (But how many people have you actually seen animate or use it?) Any type of hair, animation, because it is so complex to do is done in either 3-D studio Max, or other method.
Garibaldi and or LAMH Are the poor man's versions of Zbrush (yes, they work very well for what they do. I can argue with that) but limitations unfortunately on styling, they still have a very long way of going about it the right way (maybe in another to 3 years the have the tools to style hair properly)
This was done a few months back as an experiment with dynamic hair this was old piece i did with dynamic hair in poser ( it was slow as hell to try to animate)
this was done 2 years when was starting out with poser and octane render. (I looked all the options possible )
3: In Zbrush fit the hair tool and use the grooming brushes on the fiber mesh
As far as I can see I can't do step 3, so I either have to recreate the hair from scratch, or pose the polygon version of the hair without the grooming brushes.
About the curves, the idea was to go DAZ > Octane standalone fur renderer without the need for expensive programs in the way.
W7 64 bit |I7-3970X | GTX 780 X2(6GB) GTX 780TI X2 | 64 GB DDR3 RAM
Real Skin & real hair for Poser / DAZ Studio OctaneRender/iray - coming soon
Real Skin & real hair for Poser / DAZ Studio OctaneRender/iray - coming soon
To use Garibaldi with Reality I had to export the hair as a mesh OBJ. These could be quite big for a big head of hair, and really tax Reality/Lux. With Octane I'll at least have some more control over the shader, like dirt and falloff.
I notice that LAMH says it has fiber hair export to Octane. Has anyone used it?
http://www.furrythings.com/look-hair-1-5-just-arrived/
I notice that LAMH says it has fiber hair export to Octane. Has anyone used it?
http://www.furrythings.com/look-hair-1-5-just-arrived/
-----------------
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Intel i7-4790K, Asus Z97-A, Corsair 32GB DDR3 1866MHz CL9, 2XAsus STRIX GTX980 DirectCU II OC 4GB, 4XSamsung 840 EVO Raid 10, Win 7 x64 Pro.
- larsmidnatt
- Posts: 499
- Joined: Tue Sep 25, 2012 12:28 pm
not really to octane, its just an obj as normal, which it always did.Hydra wrote:To use Garibaldi with Reality I had to export the hair as a mesh OBJ. These could be quite big for a big head of hair, and really tax Reality/Lux. With Octane I'll at least have some more control over the shader, like dirt and falloff.
I notice that LAMH says it has fiber hair export to Octane. Has anyone used it?
http://www.furrythings.com/look-hair-1-5-just-arrived/
what they added with 1.5 is a compression option. but you always need to export as a obj to use it with octane. I have both Garibalid and LAMH but prefer Garibaldi. I use neither however as they both have issues that make them not worth the effort for me.
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^