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Re: Hair

Posted: Thu May 30, 2013 10:57 pm
by ch0pper
DesirHair is used in this render

wimvdb With some of the settings you said work quite well Octane, set specular very low (0.01) and roughness at 0.3 (maybe I'm doing something wrong because the settings I've got here, still a not to my liking)

wimvdb You speak about making a material mix with one a diffuse version .

Maybe you could upload an example picture wise material wise or anything that may be be able to help us achieve better hair. It would be greatly appreciated within the community



Image

Re: Hair

Posted: Sat Jun 01, 2013 9:59 am
by wimvdb
First of all - it all really depends on the hair textures and transparency maps. Some are better as others.

here is a screencap of how you are able to change the appearance of the hair or the render quality. I have not done anything on the skin of the figure, just the hair. It is just to give you an idea on how to do it.
The front hair here is the only one I changed for this example to show you the difference.
1 is the amount of blurriness of the light reflection.
2 is the how much light should be reflected
3 is how strong the overal effect is
The exact values are a matter of experimentation - it depends on your own ideas on how it should look

How do you set it up?
Go to the hair material in the plugin
Copy the material (righ click Copy gloss)
Change the material node type to Mix Material
Now paste the copied gloss material into each of the texture nodes of the Mix Material
Now change the node type of the second texture to diffuse
After this you have the 1,2 and 3 of the screen cap

The next step is here to change the medium in the diffuse part to scattering.
Start with scattering at 0.5 and scale to 1.0 - now experiment to see the effect.
Again, the values are not set in stone - it depends on your own taste, camera angle, light setup and texture material. What we are trying to doing here is to give the appearance if hair to a flat plane, so it is an approximation


Hope this helps

Re: Hair

Posted: Sat Jun 01, 2013 3:45 pm
by bpzen
@ ch0pper

Any chance you can share your eye node settings, I love the look you have in the picture you posted in this thread, thanks

Re: Hair

Posted: Sat Jun 01, 2013 5:22 pm
by ch0pper
thank you wimvdb for that post will try that.

bpzen sure but not home untill monday will post settings then

Re: Hair

Posted: Sat Jun 01, 2013 8:38 pm
by ch0pper
bpzen i found i had this file on labtop hope it helps


Image

Re: Hair

Posted: Sun Jun 02, 2013 3:08 pm
by ch0pper
Paul you say you plan to make a package at some point in the future to help with trans-matting hair, just a quick question. Would this be a brand-new package or would this be something that octane works alongside with?

Or would this be a separate package like poser physics.

And if so what is the rough ETA on you. Starting this. I know you busy with other projects, but I just wondered?




face_off wrote:
Some people saY you can subdivide the object. To make it higher quality and look more realistic.

In packages like Zbrush.

Does anybody have any real thoughts about realistic hair. Within poser and octane render and how to achieve it.
This is a very big topic!

At this stage, I still think transmapped hair gives a better result than strand hair. In the future I think we will be using either a transmapped/strand combo, or very very small transmapped pieces. One day I will implement a Poser product which is the second option, and can be moved/animated via bullet physics. But today....no :-)

I haven't been able to smooth via ZB, since because hair polygons are a plane rather than solid object, ZB does not handle them at all well. Maybe someone more skilled with ZB could do it.

Paul

Re: Hair

Posted: Sun Jun 02, 2013 9:24 pm
by face_off
Paul you say you plan to make a package at some point in the future to help with trans-matting hair, just a quick question. Would this be a brand-new package or would this be something that octane works alongside with?

Or would this be a separate package like poser physics.

And if so what is the rough ETA on you. Starting this. I know you busy with other projects, but I just wondered?
I think it would be a separate product - just like a normal hair prop you purchase from Daz, Rendo or RDNA. I think anyone could do it - just a matter of reducing the transmapped hair polys to be very narrow, then connect them to a skullcap. Have maybe 1000 hair strips. The trick then could be to convert the hair strip polys to cloth, and the skullcap to the connection point for the cloth pieces. And have the cloth piece separated from each other by approx 1mm - to give some bulk. This would work well with the new bullet physics in Poser. Many years ago I developed a python script to create these hair polys - but there were many problems. Probably better to do it by hand.

As for when - I a long time away for me - better for someone else to do - I don't think it's hard - just time consuming.

Paul

Re: Hair

Posted: Sun Jun 02, 2013 10:09 pm
by wimvdb
There have been several attempts to do transmapped hair via the clothroom. The last one worked reasonably well. Lots of transmapped small strands.
But there were a few problems on the way. One was that during the time of that development, Poser had a bug in the clothroom where an invisible prop/body actor (in this case the eyebrow) interfered with the collision. By the time that was fixed, the enthousiasm was over.

Second problem was the hair settings in the clothroom. It was very difficult to find the right weight, stretch and other parameters. It also seemed to depend on the hair style. The challenge was to keep the styling.

And the third problem - the most problematic one - was that it took a very long time to simulate.

Add to that the rather complicated way of using the hair piece (load, pose, sim) compared to just adding or conforming and it did not really catch on.

Re: Hair

Posted: Sun Jun 02, 2013 10:38 pm
by face_off
Thanks Wim

My motive was realism - the cloth simulation would have been a bonus. I suspect bullet physics would substantially increase the simulation speed and quality of the old cloth sim.

Paul

Re: Hair

Posted: Mon Jun 03, 2013 1:04 am
by ch0pper
Well today I spent most of it. Looking at hair products, and fibre mesh hair and my views is probably the best way to go to get realistic hair. Yes, it does take a long time to render but it's probably the best at the whole lot of them.

There's nothing commercially available for poser at the moment only Daz " Garibaldi Express: Hair and Fur Plugin"

Technically I could do all my sculpting of hair in Daz them reimport it back into poser and then render it in octane


Garibaldi Express: Hair and Fur Plugin
Image