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Hair
Posted: Tue May 28, 2013 5:58 pm
by bpzen
Hi all,
Was wondering if you could help me with hair on characters, ive tried a bunch and they render ok, but the texture looks clumpy like the hair hasn't been washed for day s

is there something you would recommend to get hair lookign like it has in poser?
Im using a lot of the quality hair props form specifically Desir Hair
http://www.runtimedna.com/DesirHair.html
Re: Hair
Posted: Tue May 28, 2013 6:52 pm
by ch0pper
show us a screen dump of what you are seeing
Re: Hair
Posted: Tue May 28, 2013 7:24 pm
by Witpapier
Re: Hair
Posted: Tue May 28, 2013 10:33 pm
by face_off
Was wondering if you could help me with hair on characters, ive tried a bunch and they render ok, but the texture looks clumpy like the hair hasn't been washed for day s

is there something you would recommend to get hair lookign like it has in poser?
Would be good to see a screenshot to see the specific issue you are having.
Re: Hair
Posted: Tue May 28, 2013 11:35 pm
by ch0pper
Here's a question for you, as hair is always been a problem in poser not been able to get it realistic enough for my liking.
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.
Re: Hair
Posted: Wed May 29, 2013 2:18 am
by bpzen
ill get a post up here tomorow, render in poser tehn octane, thansk
Re: Hair
Posted: Wed May 29, 2013 4:08 am
by face_off
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: Wed May 29, 2013 5:33 am
by Zay
I have Guillaume hair from Daz which is real hair for M4. 850.000 polygons! That's like having over 10 characters in the scene. That's why nobody likes to use it. It pulls too many resources out of Poser. But it looks great!
Transmap hair is only about 20.000 polygons. There's a big difference!
Re: Hair
Posted: Wed May 29, 2013 10:34 am
by ch0pper
found this about poser and hidden old beta code (Trans mapped hair) Within poser
http://forum.runtimedna.com/showthread. ... ples/page3
import poser
You need to install the script here to work
Instal path: C:\Program Files\Smith Micro\Poser Pro 2012\Runtime\Python\poserScripts\ScriptsMenu\Speci alcripts
for actor in poser.Scene().Actors():
if (actor.Materials()):
for material in actor.Materials():
tree = material.ShaderTree()
tree.CreateNode(poser.kNodeTypeCodePOLYGONHAIR)
for Transmap-hair-shader not had time see if this works
not sure if this still in poser pro 2014, (but its said work inn poser po 2012 & 9)
I'm not sure what can be done to see if it can work within octane. I know this still is beta unfinished code that we might be able to play and get some quite nice results.
Anyway, when I get home tonight I shall have a look and see if I can play with it a bit more in depth

Re: Hair
Posted: Thu May 30, 2013 10:58 am
by wimvdb
This hair node will do nothing in Octane
This hair node was pulled from PP2012 since it had a directional bug in it for specularity and apparently was not easy to fix. It has not been revisited in PP2014, so it still may work. But I don't think the plugin will do anything with it
I just check the hair in Octane, set specular very low (0.01) and roughness at 0.3. Most will look reasonable. Then I use the morphbrush and make the mesh more realistic (sag, pull and smooth) and this makes it a bit better. If I want it to be more shiny, I make it a material mix with one a diffuse version of the hair and the other glossy. This leaves more of the natural color of the texture.