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dragonfollower
10-06-2003, 07:35 AM
OK, so the main reason I left AM and went for LW was the inability to render hair. Well, that and creases.

But now it seems V11 has made some pretty big strides with implementing hair.

For those of you who have used it, is it stable? Does it work like it's supposed to? Can you really do all they say you can do with it? Is it fast?

I ask this because I was told by a Hash employee of "big improvements to hair and fur" back with V9.0. However, once I upgraded, I was very disappointed to find the same problems and limitations. Now I'm extremely cautious and I'm really testing the waters before I make any decision to upgrade.

-Brian

odinseye2k
10-06-2003, 03:51 PM
I think the only issue with v11 hair I've heard pop up so far are limitations on collisions, which is currently being discussed between Hash and some of the testers. A fully open forum (i.e. bug discussions allowed) was finally created for discussion of the alpha and beta software, which will hopefully get more of the issues ironed out.

As for the earlier concerns, I've found A:M to be pretty solid (although I do whack Ctrl-S every 30 seconds and flip Mr. Murphy the bird) and creasing is pretty well assuaged by the new version of the porcelain material. An even more advanced porcelain would be nice, but this one gets the job done, and even hides most 5-CP patches quite nicely. Combined with biased surface normals it is quite effective.

Of course, as you've noticed on this forum, people's mileage varies greatly.

zandoria
10-06-2003, 04:44 PM
http://www.hash.com/am2004/OrangutanHairN.jpg

The new hair controls look very promising! This is an image that Randy Croucher posted in the Alpha forum

Zaryin
10-06-2003, 08:03 PM
I'm still having a hard time getting over the new hair features that will be in. Changing the color along the length and sublte hair coloration throughout, tapering, grooming... it's going to be great just for that.

I still wish they would get the bugs in 10.5 ironed out, but I can't deny that hair in v11 is going to rock.

detolleme
10-06-2003, 11:28 PM
A couple of years ago, I put in a feature request that there be a way to control the angle at which the hair emerges from the patch surface (rather than just being perpendicular).

Does the new hair have a feature like this?

D.

zandoria
10-07-2003, 01:47 AM
yes there is a grooming mode, so that you can style guide hairs that control how the surrounding hair grows.

Zaryin
10-07-2003, 05:46 AM
Now all they need is translusency maps :).

My Fault
10-07-2003, 07:41 AM
Yeah, being able to change hair color, transparency, thickness, etc along the length of the shaft, is huge. Now they just need to work on the interface to do these things. Having to do them in the timeline is way too kludgy. I'm sure they'll clean it up though. Awesome.

LT Fox Fire
10-09-2003, 11:05 PM
Could I upgrade from 9.0 to 11.0 or 12.0? 12.0 is not out yet but I was waiting for the hair rendering to develop more before I upgraded my 9.0 to what ever. So a straight 2 or 3 version jump, can it be done?

JTalbotski
10-09-2003, 11:17 PM
Yes, you can upgrade from v9 (2002) to v11 (2004)when it comes out. Or v12 which will come out in 2005. It will still only cost the same $99.

Jim

LT Fox Fire
10-10-2003, 11:12 PM
Thank you very much. Then I'll wait a year or less until v12 comes out. Just hope it works for win 98, if not then it's time to upgrade.

zandoria
10-26-2003, 03:39 AM
http://www.zandoria.com/castaway/mascot.jpg
experiment with V11 "feather" hair

Goon
10-26-2003, 04:35 AM
:surprised shebwong!!! what is the render time hit?

zandoria
10-26-2003, 01:24 PM
renders really fast! this was just a progressive render, about a minute...

JTalbotski
10-26-2003, 04:12 PM
Wow! William, that is very cool! Great use of the new hair system. How well does it animate? Is there much intersecting of feathers?

Jim

zandoria
10-26-2003, 07:27 PM
I haven't rendered an animation yet. There is a bug in rendering to a file in alpha 2 (messing up my color map on the face), but I will do some more experimenting with alpha3.

Thanks for the feedback:blush:

Zaryin
10-26-2003, 08:47 PM
I like it. I just wish there was a little more detail to the feathers.

zandoria
10-26-2003, 09:41 PM
you can add an image to the hair, but I haven't done it yet, but I may.

Zaryin
10-26-2003, 10:30 PM
Will, add that image! :). I wan't to see what it looks like then. It's great now, I just want to see it with more detailed feathers.

3DArtZ
10-27-2003, 12:06 AM
I must admit that this new hair feature is one of the coolest things that Hash has added to the software. I'm totoally backing it.
Niiiiiiice work William
Mike Fitz

zandoria
10-27-2003, 02:48 AM
Originally posted by Zaryin
Will, add that image! :). I wan't to see what it looks like then. It's great now, I just want to see it with more detailed feathers.
Zaryin, I just tried a feather image, but I preferred the simpler look since this character is cartoony.

I'm hoping that they will add different map types for the image--much like decals and patch images--that would make some nice scales if you had bump and specular maps...
http://www.hash.com/am2004/Feathers.jpg
this is a picture that Randy Croucher posted on the HASH forum showing some chicken feathers using the image property.

Bugle
10-27-2003, 10:56 PM
An application of that feature to generate leaves on trees springs to mind... Interesting.

npcrosby
01-18-2004, 02:38 PM
I just purchased the latest version of AM. I am playing around trying to figure things out. My question ... how do you create "feathers"? The images posted here look great. I would like to be able to do similar. I would appreciate any tips that could point me in the right direction.

Thank you.

nicholas crosby

zandoria
01-19-2004, 01:50 AM
this feature is still in alpha testing....It will be a while before it is part of the regular release version

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