It is currently 22 May 2013, 09:12

All times are UTC + 1 hour [ DST ]




Post new topic Reply to topic  [ 83 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9  Next
Author Message
 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 28 May 2012, 20:56 
Offline
User avatar

Joined: 08 Jun 2009, 21:11
Posts: 688
Location: Zagreb, Croatia
hidalgo wrote:
Hi Anto i tought to show you what ive being doing on the stuff you know for my short movie, this is the first "workable" version using kristinka for hair styling

https://vimeo.com/42405201


best
Hidalgo


Grazie Hidalgo ! I can see a much of love you put into this character.

cheers


Top
 Profile  
 
 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 28 May 2012, 21:12 
Offline

Joined: 03 Feb 2012, 21:50
Posts: 25
thanks to you this character would have probably not even existed so quickly without your tools ;)


Top
 Profile  
 
 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 31 May 2012, 02:10 
Offline
User avatar

Joined: 08 Jun 2009, 21:11
Posts: 688
Location: Zagreb, Croatia
Hi,

Here is about 5 mb wmw of Syflex simulation test.
I didn't tweaked the sim that much. Anyway, simulation time looks promising, about 2-6 FPS for about 250 guides. 2 is with self-collision - here is just a smooth pin, instead. All that with my single threaded Syflex. I hope I'll ad a full setup for mesh extrusions and Syflex in update.


Top
 Profile  
 
 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 31 May 2012, 05:38 
Offline
User avatar

Joined: 08 Jan 2010, 16:47
Posts: 71
Location: New York City
Nice!

_________________
http://www.johnrichardsanchez.com/


Top
 Profile  
 
 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 11 Jun 2012, 21:55 
Offline
User avatar

Joined: 08 Jun 2009, 21:11
Posts: 688
Location: Zagreb, Croatia
Hello,

Here is last update, Kristinka Hair 3.1. what's new:

First of all, there are a few contributions.

Jonah Friedman from Psyop is author of nodes with "JF" suffix. People at Psyop created their own tools on top of kH3 framework, here is one of results. As far as I understand, they kept the "chunk" based emission on NURBs surfaces, concept of "form" and "modifier" nodes, deformation vectors, method for hair filler...
Probably most interesting is "KH3 Curve Interpolate Between NURBs Surfaces JF.2.2". That's a form creation node which does cubic interpolation between multiple NURBs surfaces. That's how author describes it: "The easiest case to describe it's use is for a Mohawk. It very clearly and explicitly defines how a volume is to be filled with hair." And that's how my trial looks like:
Image

There is also "KH3_Follow_Curve_JF_Orientation", as name says, it respects orientation of curve. Also it makes sure to keep curves from "stepping on" each other, while with "standard" one, new input just overrides the previous one. Then, "KH3 Find Cut Point JF" which finds the exact intersection point of strand and geometry. Could be used for cutting the strands by geometry. And more...
I didn't had a chance to do a full test, some internal nodes belongs to higher SI version than mine. Let's say there is small chance that something *after* in ICE tree, works a bit different than "standard" kH stuff.


Mihail Dzhurev from Chaos Group is author of "_kH3 Strand Size In Absolute Units". Node is a mix of "kH Strand Size" and factory node for setting an absolute strand size. That is, this node should be "enough for all what you need", if you want strand size in SI units. It's not only for V-Ray, of course.


Other than that:

1: Big kH Follow NURBs has a new method to avoid sampling on unwanted side of hair parting line, I call it "extended inverse midpoint" :). I'd believe the only one default parameter, should serve nicely all the time, even on hairdos like you see in my avatar.
2: New modifier node, called "kH Loose Hair". It randomizes each strand position in local space, removes some segments, finally interpolates a new curve. Result is random shape, able to skip details of original, but still following the main shape. Here is for what is meant for:

Image

3: kH Follow Curve now respects orientation, in smaller extent than Jonah's version does. I've also added additional raycast to "kH Cut By Geo Volume" for exact cutting point. Honestly I wouldn't go with these improvements, but, when Jonah already did, I should too... :)
4: Other small improvements all around
5: From sctratch new system for sticking hair to mesh stripes - or - Syflex simulation on them, or any else deformation on stripes. It still requires a few forth - back steps. But doesn't rely on distance-based geo querry anymore, you'll need just one mesh. Few of accompanying utility nodes are able too, and...
6: full Syflex-on-mesh-to-strands setup, in "simulation_syflex_done.emdl".You'll need only to import model and start playing.
7: Updated Docs
8. HTML tutorial, from creating the base emitter, to Syfex setup.
9. new nodes are version 2.0, should load in ICE tree instead old ones, but won't overwrite them on HDD.
10. nasty disclaimer - kH31 stuff is free, but don't count on support, there is no warranty of any kind, so on.

Download kH31 compounds, samples, docs, tut

Good Luck !


Last edited by Mathaeus on 12 Jun 2012, 01:30, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 11 Jun 2012, 22:51 
Offline
User avatar

Joined: 08 Jan 2010, 16:47
Posts: 71
Location: New York City
Whoah!! This is awesome. Will take some time for me to process. :)

_________________
http://www.johnrichardsanchez.com/


Top
 Profile  
 
 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 11 Jun 2012, 22:58 
Offline
User avatar

Joined: 02 Dec 2009, 17:59
Posts: 200
Thanks mathaeus! Awesome to see a few updates and also nice to see some communal development. All the hard work is much appreciated!


Top
 Profile  
 
 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 12 Jun 2012, 03:36 
Offline
Moderator
User avatar

Joined: 21 Jul 2010, 00:33
Posts: 501
Congratulations on the update Matheus! And thankyou for supporting Kristinka all this time. I found it very valuable and easy to use. Also many examples of very good hair generation and combing are all around the forums and such, like the video you posted here, the images you post eventually, and stuff by other people (like this one: http://www.xsibase.com/forum/index.php?board=5;action=display;threadid=46757;start=0).
Hope you are able to continue with this over time, and that contributions from other people like JF may grow this into even more awesomenes.

As a side-note, I would like to know what are the limitationts that keep kH from being more friendly towards polymshs. I am sure there are many, like the absense of a UV to Location in this kind of object. Are they at all passive of being overcome? Would a comunity project be able divise and conquer some of them? Or is it something that can only be done with improvements in ICE itself or complicated custom nodes?

Again thanks for all the effort you put in this awesome tool :D
Cheers

_________________
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/blog | Training: http://gustavoeb.com.br/blog/?cat=16&lang=en_us


Top
 Profile  
 
 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 12 Jun 2012, 11:40 
Offline
User avatar

Joined: 08 Jun 2009, 21:11
Posts: 688
Location: Zagreb, Croatia
Thank You all for attention !

gustavoeb wrote:
As a side-note, I would like to know what are the limitationts that keep kH from being more friendly towards polymshs. I am sure there are many, like the absense of a UV to Location in this kind of object. Are they at all passive of being overcome? Would a comunity project be able divise and conquer some of them? Or is it something that can only be done with improvements in ICE itself or complicated custom nodes?


kH stuff is on the street for about three years, hopefully it's not "shooting into dark" for a long time. Generally, feedback from one-man-band users says... first problem is related to transformation of any kind. Simulation, simple deformations, anything... So, most of my work in this release is focused to strands-to-Syflex workflow. I already have a few ideas for improvement.

NURBs vs mesh, well there is a way to overcome direct tweaking of NURBs, one method is already mentioned in tut. However there is a danger of introducing the new, unknown method, together with tons of related details, good and bad sides. Let's say, even relative small switch from kH2 to kH3, introduced a lot of noise.

About ICE limitations, I think, once I am on this road, it's my part to overcome them, instead of spreading a "good guy in bad company" stories. Imagine modeler's show reel, talking that he didn't finished this or that, because of problems with xxx modeling tool. No go...


Top
 Profile  
 
 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 05 Mar 2013, 22:12 
Offline

Joined: 24 Sep 2009, 20:02
Posts: 132
Hey Mathaeus,

Can I ask you about fur vector by null? I have been creating my null vector field and constraining the nulls to the mesh for animation. Now I have an animation where nulls cross over each other and the influence gets effected. Is there a way to bake or set initial state for vector field on a deformed mesh? Thanks.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 83 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9  Next

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group