WhimsySmiles opened this issue on Jun 20, 2012 · 85 posts
WhimsySmiles posted Mon, 03 September 2012 at 3:07 AM
Quote - Ah! That makes sense as a problem. It was bothering me that it was a problem with the figure and not the prop, even when the figure was completely different. I'm so glad you guys figured it out!
I think your hair solution depends a lot on your end goal. For me, hair is a basis more than a finished step. I have a hair shader I'm pretty happy with at the moment, and I've always used hair that I can pose well. But the only purely realistic hair I've seen has been custom made for a still, taken from a photo, or painted. Including pro level dynamic hair. So for me, as long as it's not in the entirely wrong place or doing something so wrong I need to do a lot of fixing, I really don't care. For me, a simple hair mesh that worked sort of like a softbody would be preferable to something that was strandy but full of errors.
Also, I'm pretty sure I've seen someone at CG Society show off dynamic hair styles as theirs that were hair that followed some top Poser hair meshes, including some Kozaburo ones. If you could use your cloth hair to do for strand hair what skull caps do for regular mesh hair, as well as serving as some sort of guide, that would be really powerful. I think a lot of what makes dynamic hair so scary is styling. If it was possible to do a basic style with mesh, get strands to follow each piece, and then just run the dynamics, that might make dynamic hair more usable.
My end goal has for some time to have nice, long wavy hair that doesn't need so much adjusting for a custom figure. My female characters are often more bigger and full bodied, with a ton of morphs, which makes working with conforming hairs challenging. It takes so many rounds with the morph tool and magnets to get them to fit, and then if I move the character in leaning pose, the hair still hangs at the wrong angles. It -is- doable with a lot of work for stills, but if I want animations or a more "in movement" pose, it's frustrating.
I'd like to get a nice, rich long hair that also gives the illusion of thickness. That's why I am playing around a lot with soft decorated groups.
I am pondering if having fewer layers of dynamic hairs, more like one or two big elements (easier to style too), and then a ton of soft decorated strands over it may do the trick.
The problem with multiple dynamic layers is when they go into each other, some intersects just look really bad in render.
Another type of hair I want to make is a version of the same long hair tied up in a pony tail. I gather this is much easier. All I need is a dynamic tail, with a ton of soft decorated hairs layered over it, should do the trick.
With hex triangles, poly count and simulation speed doesn't seem to be much of an issue any more, so the main challenge is to get the styling and layers work right.