Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
collision settings?
A word is not the same with one writer as with another. One tears it from his guts. The other pulls it out of his overcoat pocket
Charles Péguy
Heat and animosity, contest and conflict, may sharpen the wits, although they rarely do;they never strengthen the understanding, clear the perspicacity, guide the judgment, or improve the heart
Walter Savage Landor
So is that TTFN or TANSTAAFL?
Attached Link: Hair Room Victory
> Quote - I'm not sure I like the hair room hair, it doesn't look quite as realistic as I would have hoped.This is hair room.
OK I've played around for a bit and I'm getting some success and still some hairs going through the shoulders, arms and or ears. I have all the collisions both on the parts and in the hair room checked on. Any ideas on what I could be doing wrong? I can do another picture if need be... but I think that since I'm getting some success it has to do with my settings?
I think you will find that it's never going to be perfect. I suspect the problem lies within V4 (or other Gen4 Meshes) being too hi-res for the simulator.
The fact that SR1 improved on the simulator gives us HR people a reason to hope that they're still working on it.
Remember, the current feeling amongst HR types is that the simulator is only for animation, not for hair styling or stills. If you learn the styling tools you won't need the sim for stills.
I am eager to see all renders you can post showing your development in this area.
My tests confirm...a lower-res collision object works much better for simulations. I'm guessing the sim goes from strand vertice to object poly, so the bigger your polys the less likely you are to have a hair go through a vertice, perhaps.
I've made a gimp suit for V4 in clo3d and kept it low poly and am using this as a stand in for hair creation/simulation.
If you're only doing stills, you don't need to add frames...it just gives more time for the sim to become confused. Just let it drape.
Quote - If you're only doing stills, you don't need to add frames...it just gives more time for the sim to become confused. Just let it drape.
Yeah just stills... but doing the dynamics get's the hair to fall nicely (in most cases). Are you saying with the styling tools this could be an unneeded step for me since I am doing stills?!
Oh and out of curiousity, can I ask how many growth groups you have in that image posted? Looks great!
And also, since I am doing stills and post work in PS, I know I can fixup those weird little hairs in the ears and into the shoulder, but I'd like to avoid that as much as possible and get it as good as I possibly can to start!
You can use sim for stills, but be ready for frustration. The above image was the result of using sim on the hair for that extra gravity-realism. My skullcap has 5 groups...could probably get away with 4 though. The more groups you have, the easier it is to use styling tools. On the other hand, the more groups you have, the harder it is to sim it all, because each group requires a sim.
Hope that makes sense.
New question! Sometimes when I'm editing the growth group it selects parts in the eyes and nostrils when I work on the sides or back of the head... is there anyway to prevent this from happening? Hate taking my time to pick the spots I want then grow the guide hairs and see hair sprout from the eye balls.
Some things I have learned (mostly from the forums here).
-Short hair is a great starting point to learn from. The longer the hair, the more 'complicated' things can get.
-Use the style tools. Sometimes with shorter hair, this is all you'll need in combination with draping. With longer hair, this beomes more crucial, as it will help better placement for the start of a simulation/draping and not only just the style.
-Like William mentioned, using a low poly figure and skull cap to make the base hair style works best if collisions are needed. After you have a base hair you're happy with, save it in your library. I then load it on my 'posed' figure, sim all the groups, and see what need tweeking, and then run the groups one at a time until I get each group where I want them.
-Finding out what all the dials do can be daunting at first, but as you play they start to become more apparent.
For instance:
-Root strength=how much the base (initial polygons) of the hair group 'stays' in place until a factor becomes involved. (Movement, wind force, pysical objects, ect.) The higher the setting, the more it'll stay in place. That leads to...
-Root Strength Falloff= how far along the hair(polygons) the root strength goes. Think of it like moose or hairspray. You have to be careful with all this too though, as it can create very unrealistic results. Basically, trial and error here.
-Possition Force: Is used in combination with root strength falloff. Think of it as hairspray. I try and use as little of this as possible with long hair simulations, instead using the styling tools to get my hair as close to placement as possible. Works great with short hair IMHO.
-Gravity: As stated above, too high a setting can cause a lot of problems. But I will state some higher settings helps in keeping things draping in the right places. Trial and error again. I use settings of -.0003 - -.0005.
-Kink and Kink strength help give that extra bit of life into natural hair, or adds the curls in your do. Note that these are added AFTER a simulation, and these alone can cause poke throughs.
-Vertices=how many polygones are in each strand. The higher the number, the more 'bends' (natuaral flow) it can make. Note that this will increase your simulation time dramtically!! I usually stay around 60 for longer hair, but have gone up as high as 100.
Not sure if I'm correct on all of that, but that's what I have gathered in my short time in the hair room. Plus I haven't had my coffee yet.
Please correct me on any errors I have made please.
-Jeremy
Sort of. The thing is, the longer the hair, the more it's required to have some frames to 'settle'. Otherwise the hair looks unnatural. Long hair needs to breathe, and is never perfect. The extra gravity comes in to affect at the simulation part more than draping.
Edit:
Oh, and I forgot to add that I use higher 'air damping' setting with that. Increasing that will help finish the drape.
Anytime. Any more questions, feel free to ask! I'll always help where I can and if I might know something.
Note: I should probably start replying more here on the forums. I'm here everyday reading, but rarely post anything. It can be hard for me to articulate what's in my head, so a lot of times I just wuss out. Maybe it's the 'public' thing. I don't seem to have that issue with pm's. lol
Wow thanks Jeremy that is all very helpful. I've been going to the HR with my V4, HiRes skin and all... whoops!
Another question now... where can I find/get/make a skullcap to work on? Not exactly sure what a skullcap is. Or if it's safe to work on V4's head with nothing else added I can continue to do that, but knowing my luck my computer will still crash. :)
Thanks again!!
Oh ok, unfortunately I don't know how to refit... Does that just mean scale things so it fits V4? And the ones I found say "Poser 5" only so I'm not sure if that would even work at all in 8 and then be able to refit them as suggested.
I feel like for every step forward, I end up taking 2 steps back. :(
Yes, refitting means scaling, and it will work in Poser 8. It doen't HAVE to be perfect, just close enough.
I know it feels like everytime you start to figure something out, something sets you back, but really all this knowledge is accumulative. Best advise is to take baby steps and learn incrementally. That way you won't get overwhelmed and discouraged. Stick with it. It can produce results that make your jaw drop.
Keep playing and learning. When you have a question, never be affraid to ask.
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So totally new... I was playing around in the hair room and ran into a problem. When doing long hair, the hair would go through my characters body/shoulders. Is there anything I can do to prevent this from happening?
TIA