RorrKonn opened this issue on Oct 17, 2008 · 38 posts
operaguy posted Fri, 17 October 2008 at 6:27 PM
I don't use dynamic hair for closeups unless I am going to stylize in AE to the point where detail is partially muted. The reason? In order to get strand hair looking realistic in a close up, you have to jack up the number of hairs, and you have to throw shadow, AO and/or raytrace on the hair. Then, you have to really fiddle with it.
Too much bother.
However, from medium distance, or stylized, Poser hair is excellent.
I've found that the hair obeys gravity and the other settings faithfully; it also will NOT poke thru the mesh if you turn on collision.
The hair is completely free of jitter when collision is off.
The only fault of Poser Dynamic hair is that with collision on, it is difficult if not impossible to stop jitter. Jitter is when there is no head movement or wind force at play and therefore the hair should fall still; however, it does not. It vibrates against the polygons.
One can get around this in a few ways. Naturally if is a very short haircut, or stiff with styling, you just get around it by cranking up certain settings that still let the hair move some, but not enough to let it go thru the mesh, even with collision off. Some would say, well render the "still" part of the animation with collision off. That does not help, because sometimes the still pose would have hair failling right thru the mesh due to angle. Also jitter is visible in "near stopped" motion.
One final item: Anyone attempting to tame this hair with collision on wouild do well to consider a proxy; that is a very very low polycount 'envelopment' that goes over the head, shoulders and chest. You collide the hair against this rather than the underlying model. This results in a much much faster simulation and less jitter.
You perform the simulation with the proxy visible, but make it invisible for render.
There's a great freebie proxy here in freestuff -- just look up vendor Kirwyn.
::::: Opera :::::