PDA

View Full Version : shave question (again) - technical question


CosmicBear
02-24-2003, 09:04 PM
hi guys,

i don't have shave and a haircut, but thinking about getting it. but i would have a couple of question first. as the website doesn't have all the informations (or i haven't found them...) and i know that a couple of you guys own it, maybe you can help me out :)

1. does shave support dual-processors?
2. does it support radiocity?
3. i know that it must have some kind of collision-detection. is that only for the objects that the hair is applied to or also for the hair itself?
4. from what i know, i can apply shave to poly-selections, right? can i apply different hairstyles to the same polyselection? example: char is covered with brow fur but on top of his head he has also longer but thinner hair

unfortunalty there's no demo-version for me to try it out.. :annoyed: (helloooooooo??? mr. alter? or maxon? how about it? okay, being only half serious here... ;) http://www.cosmicbear.de/icons/hug.gif

anyway, every input is highly appreciate it here!

cosmic greetings
CosmicBear

flingster
02-24-2003, 10:29 PM
not sure about these as just had a tinker with shave in spare time. would probably be better speaking to maxon tech support.

however, nothing re: dual-processors is mentioned in the manual...i would assume this is fine...but again you really need to clarify this up.

collision detection. well you can get the hair to say collision detect say the floor or a characters body. ya just add a gel tag and add collision detection to it...and it should work. again never tried it...according to the manual...you say apply hair to a collision sphere....grow hair out of it....then say attach gel to the floor(plane) add collision detection to that and the hair should move once the spheres hair comes into contact with the plane. also seems to have hair dynamics setting....btw also mentions bakings hair on network render.

object types supported for hair growth seem to be
polygon, primitive, nurbs, splines
deformation objects supported
unsupported object types are: emitter, array,instance,boolean,symmetry

rendering....toughie....post effect is quicker (issues around reflections and lighting, multi-pass depth only...sounds like alpha possible).....
ya convert to poly hair...crank the ram...supports multi pass...plus radiosity) what i don't know is where it leaves you with collisions and poly hair....
hope this helps...straight out a manual.

more than two tags on selection....not sure...maybe someone else knows...if not will give it a whirl.
:cool:

sulian
02-25-2003, 06:22 AM
Hello

1. does shave support dual-processors?

-> Yes

2. does it support radiocity?

-> Yes

3. i know that it must have some kind of collision-detection. is that only for the objects that the hair is applied to or also for the hair itself?

-> detection for the collision between the hair and the object

4. from what i know, i can apply shave to poly-selections, right? can i apply different hairstyles to the same polyselection? example: char is covered with brow fur but on top of his head he has also longer but thinner hair

-> Yes

pit
02-25-2003, 06:31 AM
A new version of Shave is due to be released in the near future, so maybe it would be wiser to wait a bit. Seen a posting by Samir in the german forum and the new engine (same as the one for Maya, I guess) seems pretty awesome.

Bucko
02-25-2003, 07:38 AM
Shave sells at a discount up until March 31 so one probably shouldn't wait longer than that. It's not entirely clear wether the new whizbang version will be included if you buy now.

Shave supposedly will have a volumetric texture version so that one could (slowly) render hair using refraction, reflection etc.

I am also thinking about buying Shave but when asking questions about Shave the responses tend to fall into 2 categories:
1 I haven't tried that but according to the manual...
2 No, but the upcoming version will have a really cool implementation of...

Could MAXON give mdm_Sadie a copy so we could see some cool experimental stuff :hmm:

wuensch
02-25-2003, 10:14 AM
I have been spending a lot of time with shave in the last 1,5 weeks.
1. generally, it works.
Colission detection has 2 possibilities: Colissionspheres ans real geometrie.
Sheres are much dfaster and youcan use as many as you like, so it is wise to try with spere-proxys first.
GI is only possible with polygon hair, colission and deformation work with polyhair also.
Polyhair requires serious RAM.
And-- think of 18000 hairs rendering Gi--you need a lot of pwer here hehe.
I would avoid that.
without polyhair ahor will render as post effekt and not be influenced by Gi, which can also look good if you set up light carefully.

So far, shave works as promised (but not 100% stable under R8, sadly)
I found it good to bake hairdynamics before rendering, this adds stability.

The only thing I am still fighting with:
jeez I did not expect it to be so hard to create a proper hairstyle for long hair.
Gues I will have to buy a hair-stylist book (seriously: you really have to become familiar with how hair is cut physically--- just how it looks wont do).
Oh-- and the hair-morph does NOT work in R8 (it did in R7).
In general and considering that there is no alternative i found shave to be a good hairshader, not superfast but Ok.
could need some improvements considering hair selection tools, and stability under R8 though.
I would really love to be able to store hair selections in Edit mode.

Olli

CosmicBear
02-25-2003, 12:18 PM
thanks alot guys!!!!!!

i think, i made up my mind. as i don't need shave for any of my current projects, i'll wait for the new release for a while.
or maybe i can convince my employer to buy it. (worked for R8 XL :D )

imashination
02-25-2003, 04:04 PM
All of these questions have two answers:

1) Various parts of Shave will use multiple processors, while certain parts and calculations can only use a single CPU. So, yes and no.

2) The post-effect rendering (default) does not support radiosity, but the polygon rendering (slower) does support it.

3) Yes, you can have collision detection between any objects. This means you could brush a hand through some hair for example.

4) You can use selections, and have many selections. This means you can have hair, eyebrows and stubble on a single character, all overlapping.

5) A free update will be released in a short while, For commercial quality work this will improve rendering speed, quality and use much less RAM.

Thalaxis
02-25-2003, 04:10 PM
Originally posted by Bucko
Shave sells at a discount up until March 31 so one probably shouldn't wait longer than that. It's not entirely clear wether the new whizbang version will be included if you buy now.

Shave supposedly will have a volumetric texture version so that one could (slowly) render hair using refraction, reflection etc.


Obeardy said that it will be essentially a maintenance update.

I found that hair dynamics crash Cinema, though they work if you turn them off while editing and just turn them back on at render time.

It seems that we'll be getting ShaveTracer access with the update, which means that the raytracer will "see" hair in reflections and refractions without using polygon hair.

It also works nicely as an instancing engine.

wuensch
02-25-2003, 07:41 PM
--this is good news--
a stability and speed update is just what I need.
Thanks in advance to Joe and that he is constantly improving his baby.(Matter of fact is I am just waiting for a shave-testrender to finish, I am slowly getting it--yeah--)
Olli

MJV
02-26-2003, 09:27 AM
The current version of Shave is pretty poor, sorry to say. Buggy as hell, slow, and doesn't look that good either. It's an enormous assumption to think that the next version will fix everything, or be any faster. I would wait and see. On the other hand, my research indicates that the alternatives aren't any better with other 3D packages. The reality for now is that hair just isn't easy to do.

wuensch
02-26-2003, 10:52 AM
hmm-poor-wouldnt say so--
depends on what you expect , I guess.
I did not find that there is any betterproduct.
Sasquatch has certain advantages in speed, as has Maya (which does have a lot of disadvantages on the other hand).
Akis hair is not a preset, unfortunately ;-).

Its not as easy as it looks to master.
I wont argue the stability issue, thats a problem.
its slow, yes-- but compared to what?
Akis hair did use one third of FFs renderpower, so I guess its just processorintense calculation.

If you need hair now, you have to use what there is, dont you?
So--let it grow
;-)
Olli

flingster
02-26-2003, 06:55 PM
other side is cost .... for what youre getting its cheap...imho
i hope they iron out the stability....also new developments sound promising.

CGTalk Moderation
01-14-2006, 12:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.