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Hey all, my first post. Great idea from EClark1894 to try to do something with the hair room UI. I recently tried using it in an animation, and found that long hair swings and flies nicely. So I'd say the Hair Room actually does some good work if you beat your head against a wall long enough, and it could be made a real asset to Poser. However, it does the basics so badly (or not at all) that it seems everybody is agreed that it's best avoided, which is a real shame. Good news is, fixing those basics often looks like major gain in useability for (relatively) little development work.
First off, I really liked Retrowave's fourth bullet - 'fix it'. Couldn't agree more. Fix the existing facilities BEFORE trying to load new features on top of them.
Agree the basic layout is okay.
Agree very much with RosemaryR - we need to be able to store our own parameter values and apply them to a new hair group wih a click. And I'd also like to add the effects of the styling tool to the job. If I happen to stumble upon that perfect flick of the mouse/pen that styles a right-side hair group just the way I want it, I want to mirror that effect onto the corresponding left-side group with a click; and transfer it to figures in other scenes as well. The Library seems like the obvious place for all this.
I agree groups are a real pain. When we're defining a group, we need to be able to see the ones we've already made, without having to switch between groups, trying to remember where the edges were. And we need to mirror existing groups - we can already mirror a single group from side to side, but once I've made (say) a left temple group I also want the mirroring facility to create the mirror-image right temple group with a click.
More generally, I don't think groups were ever the right approach. They create sharp boundaries between groups with hairs of different lengths, different bendiness, etc, and that's not what my hair looks like. Some kind of weight-mapping approach might be better, but I'm sure that's not an easy fix.
Also agree the three "pull" parameters could be removed, though of course they should stay if others have found a use for them. They could be more useful if we could vary the effect along the length of the hairs, but at present they apply equally from root to tip and I just don't find that much use.
I found root stiffness was really important when animating long hair, but it seems to go from 100% at one hair segment to 0% on the next, and that can produce an awful effect. It needs to taper. Various ways to do that - maybe stay at 100% to the existing falloff point, then taper to zero at the tip.
The "pull" parameters, root stiffness and bend resistance would all benefit from user-defined strength curves, like you can do in Blender. (But we should be prioritising high-value/low-cost jobs and this one probably won't qualify.)
Trivial, maybe, but let's have useful defaults on the parameters, if only to help beginners get started. At present, if you use the defaults on long hair, you end up with a burst mattress and as a beginner I had no clue where to start tweaking. Default gravity, for example, is way too low on both engines so the hairs fall too slowly. I find I need it to be 5-10 times stronger than default. The values of other parameters are arbitrary so, if we have to keep entering new values by hand, the useful values shouldn't be 0.00015 and -0.0003. I suggest finding values that're useful in simulations, call them 100 in each case and set them as defaults.
Sorry, but: Improve documentation. New users especially need far more info than is available. For example, does a high bend resistance affect the speed of bending, the maximum extent of bending, or both, or something else entirely; does it make the hair spring back in subsequent frames or does it resist that bending too? And what's the difference between bend resistance and position force? I haven't a clue what the answers are.
When using the styling tool, we can adjust the immediate zone of influence using the slider. I'd also really like to see where the zone is, highlighted on the hairs.
I don't find clumpiness useful. It might have been very useful if it made long hair look greasy, dirty, wet or otherwise unkempt/realistic, but it would have to randomise the clumps for that. At present the clumps are as regular as the head polys, which generally is very regular, and I can't see any use for perfectly regular clumps.
As for the 'stray hairs' that randym77 mentions: I had that happen too. When defining a group it's really easy to select polys accidentally and without realising it. For example, you select some polys on top of the head and when you grow the hairs you find you somehow also selected a poly up the right nostril. It can be really hard to find it, so how could you have selected it? Beats me. I suspect there's something wrong either with the model (V4?) or the selection tool.
Finally, there's major bugs in the engines - legacy has hair explosions and hair sliding up and over the head with quite a gentle turn of the head, and Bullet can't do collisions reliably - but they're not part of the UI that EClark1894 asked for comments on, and I'm sure they'd need a lot of resource to fix. That said, and since others have mentioned collisions, I have to say they are crucial; we just can't use an image/animation that has hairs diving into an eyeball and coming out of the mouth, no matter how slick the UI was. The legacy engine does collisions very slowly but it often gives tolerable results in the end. But I never got good collision results with Bullet. Okay, it can cope with glancing collisions like in EClark189's image, but if the hairs intersect something at a big angle - like long hair when it hits the shoulder - I always found they dive straight in, regardless of collisions. So I gave up on Bullet and I don't know much more about it. (Except - to pick up on a discussion above, I recall reading a long time ago that mass and friction never had any effect in the hair room.)
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Thread: Hair Room Feedback | Forum: Poser - OFFICIAL