RedPhantom opened this issue on Apr 06, 2013 · 29 posts
carodan posted Mon, 08 April 2013 at 12:08 PM
As seen in the attached render, in many examples of existing DH styles we don't have enough variation in the clumping or the uniformity with which the hair falls (it looks way too much as if a lot of the hairs are all following exactly the same shape = unnatural). This is usually because they often use quite low poly skullcaps and there are very few guide-hairs representing a full head of hair.
Either some new way needs to be introduced to randomise the shapes & uniformity of the propogated hairs (the ones that actually get rendered) or to be better able to style multi-layered groups.
The problem I had with working with hair groups in the existing workflow is that you can way to quickly get bogged down with them if you're trying to make a realistic set of layers. And you can still run up against clumping issues of the final rendered hair. It'd be quite useful if after styling multiple groups you could consolidate them into a single group for draping & fine styling.
I tried several experiments using a single hair group on a moderately high poly skullcap. Where I was attempting a long hairstyle I found the strands still draped far too uniformly unless I deliberately styled them to cross over one another, and then a resulting dynamic sim could just as easily go totally crazy as drape in a natural way. Some of the results I got from forcing randomisation in this way were very promising though. In another experiment I was using one of Cage's scripts to bake the dynamic hair following a period of styling, then continue until there was a balance between drape & style (this short style is the one in my first post above).
Hair Room needs a lot of work IMO.
PoserPro2014(Sr4), Win7 x64, display units set to inches.
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