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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: 32 hours and counting dynamic hair simulation....


dasquid ( ) posted Sat, 21 November 2009 at 3:20 AM · edited Sun, 01 December 2024 at 2:59 AM

Yeah.

I read a couple of these dynamic hair/cloth  threads lately so i figured what the hell ill goof with the hair room to see if I can get  some decent hair going on a character. So I take my V4 and make a new character. I took her into the hair room and just made  five different hair  groups, grew my guide hairs selected how many hairs to have in each group, and figured out all the dials and turned them to the point where I thought it would be good. Posed my character and hit calculate hair dynamics.

So here I am 32 hours later. Hopefully this group is the last one. lol got distracted writing this and now it is 33 1/2 hours.



santicor ( ) posted Sat, 21 November 2009 at 3:51 AM

doesn't sound good -

how many  frames is the sim.  and what  frame is it currently calculating .

It sounds  locked  up  to  me.

unless you  dsay  you  did like 100  frames maybe ......




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dasquid ( ) posted Sat, 21 November 2009 at 5:46 AM

Quote - doesn't sound good -

how many  frames is the sim.  and what  frame is it currently calculating .

It sounds  locked  up  to  me.

unless you  dsay  you  did like 100  frames maybe ......

Nope its not locked up, its only 30 frames and it is on frame 9 of what i think is the last hair group right now.  And now it is 2 hours longer so 34 hours lol.

Just for info's sake  the computer I am doing this on was built in 2003 its an AMD 2800+ with 1.5 gig of ram and a 512 meg vid card(yeah i know some of that doesn't do much but eh) and I am still using Poser 7. I just cant afford a new comp or poser 8 yet and I'm not even sure yet that i want poser 8.



santicor ( ) posted Sat, 21 November 2009 at 6:47 AM

COOL

I am glad I was wrong!

that's  long  wait  though!

BTW  my  new Dell  with dual  core  and 3 gig ram  and Windows 7   SUX!

I wish  my old computer never died!




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wolf359 ( ) posted Sat, 21 November 2009 at 9:07 AM

Hi You should Post your render settings if possible after this
as there are many poser users here who might have tips on optimizing your settings to get those times down.
30+ hours does not seem right even on your older hardware.

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Plutom ( ) posted Sat, 21 November 2009 at 9:33 AM · edited Sat, 21 November 2009 at 9:36 AM

Morn'ng, try this:  Just do one simple group, perhaps the top, render it, if that is okay, do another group, remove the rest.  See how it runs etc.

Of course save the whole nine yards first because you will be needing to try each hair group by itself.  It may be just one hair group that is causing the long rendering time.  Jan

PS just run the group by itself for about a minute.  If it takes much longer, go to another hair group.  Even on an old 2002 (one CPU, 5 MB ) computer, it should render in about a minute.


bagginsbill ( ) posted Sat, 21 November 2009 at 9:40 AM

You guys are talking about rendering.

He's not rendering yet. This is calculating hair dynamics for 34 hours, not rendering.


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markschum ( ) posted Sat, 21 November 2009 at 10:41 AM

when your done with the hair calculation you could export the hair geometry and see how many polygons it is. 


dasquid ( ) posted Sat, 21 November 2009 at 3:25 PM · edited Sat, 21 November 2009 at 3:27 PM

Content Advisory! This message contains profanity

file_443531.jpg

Yeah it was dynamic calculation not rendering guys. It is done now  and even rendered though i do not like the results at all. the hair just did not do what i wanted it to. it re ran the simulation every hair group and every time it moved on to the next group the rest of the hair went back to default or some other point between default and what i wanted.

In the render you can see that the back of the hair is completely fucked and everything else is pointing forward when I had started with everything but the short bangs pointing to the rear.

I'm pretty sure the top is part of why the dynamics took so long there is over 10k hairs there and  I have the verts set at 80 for all the hairs.

One annoying thing is that i could not figure out how to get hair to grow on the lower part of her head that is for some reason part of her neck group. Not sure why but I just couldn't get guide hairs to grow for anything.

Oh and the condition of the back hairs I have no clue why they are like that because I couldn't even figure out how to choose what the hairs collided with so there is no collision between the hair and the cushion.

Oh total dynamic calculation time was 35 hours and the render time was about 25 minutes I think.



Dale B ( ) posted Sat, 21 November 2009 at 5:25 PM

I would wager you started the simulation with her in this exact position. Everything I see there says 'collison error', as in follicles penetrated the cushion geometry (assuming the cushion is set as a collision surface. You also could have run into the cushion having so many polygons that the sim simply failed). Another possibility there is having the hair groups sharing vertices. Same effect.

And isn't 80 verts per follicle awfully high? Most of the settings I've seen have ranged in the mid teens to very low 20's.


dasquid ( ) posted Sat, 21 November 2009 at 6:18 PM

Quote - I would wager you started the simulation with her in this exact position. Everything I see there says 'collison error', as in follicles penetrated the cushion geometry (assuming the cushion is set as a collision surface. You also could have run into the cushion having so many polygons that the sim simply failed). Another possibility there is having the hair groups sharing vertices. Same effect.

And isn't 80 verts per follicle awfully high? Most of the settings I've seen have ranged in the mid teens to very low 20's.

Actually she started standing in the default position and she moved into position in the first 10 frames

The only collision item i am aware of is V4's head because i cant seem to find where to edit collision items. Sharing verts? I dont think so but it is possible i may have overlapped a bit here and there but I thought I kept that from happening.

80 verts? yeah maybe I went a little overboard there but I wanted the hair to flow nice. I am experimenting now with around 20.



dasquid ( ) posted Sat, 21 November 2009 at 6:28 PM

Hmmm yeah something is wrong. As she is moving into position the hairs of the back are going all screwy. I may have to go back and redo the hair groups completely.



Dale B ( ) posted Sun, 22 November 2009 at 5:22 AM

Ah! The light dawns!

First, you I daresay you moved her too fast. 10 frames is a third of a second, and in that time she is rotating 90 degrees and moving vertically. Look at the hair that isn't tangled; is that not the sweep effect you get when someone with longer hair falls, or bends over and snaps upright quickly? And I would bet that the swept hair was on the top and sides of the skull. The hair on the back of the skull was trapped between the collision surface of the skull and the force of the rotation and translation over such a short time. Once that happened, your guide hairs would be colliding with themselves and the skull....and any that wrapped around and penetrated between polygons in another group would freeze that simulation at that point. Dnyamics of any kind have to be given time to settle into a starting position, and the denser the collision fields, the more time is needed. I usually -start- at 30 frames to settle, and have wound up having to go to 120 frames in one case before the sim settled out.

The quick and easy location of the collision flag is on the dial controls. Just select the item or body part, click on the 'properties' tab on the dials, and click on the collision detection box you find there.

 


dasquid ( ) posted Sun, 22 November 2009 at 6:14 AM

Quote - Ah! The light dawns!

First, you I daresay you moved her too fast. 10 frames is a third of a second, and in that time she is rotating 90 degrees and moving vertically. Look at the hair that isn't tangled; is that not the sweep effect you get when someone with longer hair falls, or bends over and snaps upright quickly? And I would bet that the swept hair was on the top and sides of the skull. The hair on the back of the skull was trapped between the collision surface of the skull and the force of the rotation and translation over such a short time. Once that happened, your guide hairs would be colliding with themselves and the skull....and any that wrapped around and penetrated between polygons in another group would freeze that simulation at that point. Dnyamics of any kind have to be given time to settle into a starting position, and the denser the collision fields, the more time is needed. I usually -start- at 30 frames to settle, and have wound up having to go to 120 frames in one case before the sim settled out.

The quick and easy location of the collision flag is on the dial controls. Just select the item or body part, click on the 'properties' tab on the dials, and click on the collision detection box you find there.

 

Yeah i was not thinking how fast 10 frames actually is in an animation. I had finally found where the collision checkboxes are and I have been playing around with some simulations and renders and I think I am getting better at this but I also think I want to find a way to get the hair on a skullcap type thing.

I think I will have to increase the dynamic simulation time if only to allow the hair time enough to settle down and stop moving around like it does.

Thanks for your input. I had the cloth room down pretty well there for a while but then I never used it there for  about a year or two so its almost like starting over on both of these. Though I am better with the cloth room lol the hair room always kicked my ass.



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