Mark@poser opened this issue on Mar 28, 2010 · 18 posts
Mark@poser posted Sun, 28 March 2010 at 9:05 PM
Thanks
Mark
hborre posted Sun, 28 March 2010 at 9:28 PM
It would be interesting. However, I see that you have quite a bit of AO artifacts in your demo render. I'm wondering if you correct for that, will the hair effect not work afterwards.
Victoria_Lee posted Sun, 28 March 2010 at 9:36 PM
Interesting idea .... and a nice morph of Jeri Ryan.
Hugz from Phoenix, USA
Victoria
Remember, sometimes the dragon wins. Correction: MOST times.
Mark@poser posted Sun, 28 March 2010 at 9:40 PM
Quote - It would be interesting. However, I see that you have quite a bit of AO artifacts in your demo render. I'm wondering if you correct for that, will the hair effect not work afterwards.
I think it will. My somewhat outdated PC takes a while to render on, so these are pretty low quality. I'll try a higher quality render over night and see how it comes out.
Thanks
kyhighlander59 posted Sun, 28 March 2010 at 10:04 PM
Mark@poser posted Sun, 28 March 2010 at 11:32 PM
Quote - Did you do the morph of Jeri Ryan?
Yes.
ice-boy posted Mon, 29 March 2010 at 12:13 AM
Quote - > Quote - It would be interesting. However, I see that you have quite a bit of AO artifacts in your demo render. I'm wondering if you correct for that, will the hair effect not work afterwards.
I think it will. My somewhat outdated PC takes a while to render on, so these are pretty low quality. I'll try a higher quality render over night and see how it comes out.
Thanks
two options:
based on your render that you posted it should not take longer then 1 hour with a slow computer. with a new computer under 5 minutes.
and i see that you have anisotropic on the eyes. this is not the right specular effect for eyes. try the ''glossy'' node. i think it will look better.
ice-boy posted Mon, 29 March 2010 at 12:14 AM
for the hair i would need to know what you did there. it looks interesting.
did you copy the hair ?
Believable3D posted Mon, 29 March 2010 at 2:20 AM
I would have to see a better quality render to know whether it's worthwhile, I think.
But personally, I've virtually abandoned transmapped hair, anyway.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
EnglishBob posted Mon, 29 March 2010 at 5:35 AM
There was a thread on this subject a while ago, I think - or it may have been mentioned in passing in a thread about something else, which explains why I can no longer find it. So yes, I would like to hear more about your method. I have never ventured into the hair room yet, but I'm hoping it may offer a good way of adding messiness to a transmapped hair prop.
hobepaintball posted Mon, 29 March 2010 at 6:44 AM
two options:
SM dropped support for the Commodore64 with Poser8. A sad day.
I would like to see a good render because personally I hate hair that is too perfect. People always point out the hair as the worst part of any render unless I use dynamic hair or paint it in photoshop, which I can't do easily in animations, well ok I don't have the skill to do it in animations at all
Mark@poser posted Mon, 29 March 2010 at 7:14 AM
For those of you interested., here's how I did it. Basically, you follow these steps:
Generate a obj copy of the hair. You do this by going under FILE> EXPORT>OBJ. Select only the hair. Deselect all options for export. Call it My_Hair or something and note what directory you put it into.
Load the obj hair back in. This is under FILE> IMPORT>OBJ. Deselect all options. The hair should come back in exactly on top of the hair you had before. Some of the textures may come back, but in P7, I noticed the transmaps did not come in. That's okay. If the hair originally was a prop, you may be able to just duplicate what's on the figure rather than doing this and step 1.
Copy over the existing shader network under the material for the original hair to the new obj form. Go to the MATERIAL room and selected everything for the chosen hair portion. Go to your new hair and for the same group paste it in place. The idea here is to have essentially two copies of the hair in place on the head when you're finished with the same shaders for each.
Add in a new visibility shader as shown in my next post for the new hair. This runs streaks thru the existing visibility transmap (black lines) so that only a few fine hair strands are visible. The All Back hair has the hair strands running essentially vertical, so the mapping was done to insert vertical gaps in the hair transmap. With other hair styles, this may not work, but most I've seen are vertical.I used the tile shader, but there may be something better.
Scale the new hair slightly larger than the old hair. To see the new strands you need to raise the new hair up. I scaled the hair in size a few percent and then a few more in Y Scale. I think you could just move it up also.
It may help to tint the hair a red or green during the first few renders to see the size and aid in more strands or more spread between. them. I'm sure some people here will figure out improvements to this. Please post those.
Good luck
Mark@poser posted Mon, 29 March 2010 at 7:18 AM
Again I'm just trying to share an idea here with the community that has given me so much. Hopefully someone can take the idea and improve upon it. If you do perhaps you can share it.
I have to go to work now, so I'll run a another render with the ray tracing for the hair on and see what I get from it.
Thanks
WandW posted Mon, 29 March 2010 at 8:59 AM
That's very clever. Excellent morph, too. :wub:
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"Oh - the manual says that? I have never read the manual - this must be why."shedofjoy posted Mon, 29 March 2010 at 12:28 PM
nice idea,although i thought instead of increasing the size of the loose hair obj you were going to add a displacement map so that the hair wouldnt follow the curves of the underlying hair and could stick out more naturally... perhaps thats an idea???
I shall be exploring this nice idea to add to my hair shader that i have yet to release as my shader uses only the hair hair transparency and not a texture map, thus allowing for light to follow individual strands when the light is moved......but your idea will add a little more to the realism.....hmmmm (will appear in free stuff, i have no interest in selling)
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Mon, 29 March 2010 at 12:41 PM
Getting old and still making "art" without soiling myself, now that's success.
Mark@poser posted Mon, 29 March 2010 at 9:15 PM
Quote - nice idea,although i thought instead of increasing the size of the loose hair obj you were going to add a displacement map so that the hair wouldnt follow the curves of the underlying hair and could stick out more naturally... perhaps thats an idea???
I shall be exploring this nice idea to add to my hair shader that i have yet to release as my shader uses only the hair hair transparency and not a texture map, thus allowing for light to follow individual strands when the light is moved......but your idea will add a little more to the realism.....hmmmm (will appear in free stuff, i have no interest in selling)
I Iike that idea. I would like to see some variation in the height of the hair strands too. I'll experiment some....Thanks
shedofjoy posted Tue, 30 March 2010 at 12:45 AM
also alot of hair comes with morphs, try morphing the hair then exporting as an obj, then you will have a different shaped strand layer
Getting old and still making "art" without soiling myself, now that's success.