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 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 24 Nov 2015, 03:43 
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Here's vimeo of first test, of styling over H wire solver - just wanted to see how it's working.

Attachment:
kh_hairsim.jpg
kh_hairsim.jpg [ 213.84 KiB | Viewed 1200 times ]

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 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 25 Nov 2015, 04:53 
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wow! it look very nice Mathaeus :x


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 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 29 Nov 2015, 02:33 
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Thank you.
So there is another post - process trick. Strands are joined together in post simulation, according to distance, trying to mask the simulated 'stripes'. Smaller distance between stripes is stronger join. Obviously this works better with astronaut suit or some another, more voluminous colliding object. I think there's visible unpleasant interpenetration with shoulder, around third second, or else.
Anyway I think I'll include this option. Still looks better than I've expected, according to movements opposite to original simulation, created by non-simulated joining.

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 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 20 Dec 2015, 04:10 
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Hello,
Initial version, that is, created in Houdini Indie and free, is available for download here. For now it is, functionally, almost 1:1 snapshot of latest SI version, minus fur related part, plus some small enhancement here and there. Will see what to do next.

Image

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 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 20 Dec 2015, 20:02 
How fast it is? Do you think it would make sense to port it to C++?

I started converting it completely to VEX. Got 2 nodes mostly remade. It looks that they are at least twice as fast after my tweaks. Didn't tried to use it yet. I'm not sure I follow your logic in couple places there. It would be good to talk about it.

Have you thought about making GIT repository so you could work on it with other people?

BTW. Thanks for sharing.


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 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 20 Dec 2015, 21:08 
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mantragora wrote:
How fast it is? Do you think it would make sense to port it to C++?

I started converting it completely to VEX. Got 2 nodes mostly remade.


Don't.....
Imho there is no sense to go with C++, as I'm not sure is this a long time configuration. I want to be able to change anything, during any phase of work. Afaik that's what anyone who is able, already doing.
Regarding interaction speed, can't say that much about view port interaction - as H 15 tweak tool has some unique habit to automatically switch back to 'regular' mode if hair curves are behind, and of course the rest of my modeling skills in H are close to zero, so, almost all geometry (nurbs surfaces or curves) is coming from SI - simply it was faster for me to export something and just reload in H. However I think it's possible - this is a hair system, where you able to just set a lower count of hairs and proceed, or to work only on guides. Never heard complains about *that* speed.
About another, imho much more important speed : hopefully, Mantra TFP (time to first pixel) is really nice in H 15 when it comes to polygonal hair, subdividing of curves as well.
About other types of speed:
H XYZ distance VOP together with Nurbs surfaces, behaved much slower than SI Get Closest Location (several times) that's reason to use Raycast as default, which is so so for end user (easy to omit the target).
Loops are faster in H, so, put some additional for Frenet frame calculations.
Hair Filler is sitting on predefined attributes, it's plain interpolation of clones inside triangle, so it's fast by self, both in H and SI.

Note that, all that nurbs stuff isn't something beloved for modelers. There were many requests for polygonal geo, used for all shaping. So, if I were You, I'll try to re assemble something like Maya GMH2, or Max Hair Farm if you're ambitious (while some parts of Hair Farm are copyrighted, afaik).

P.S. regarding GIT and such, don't know how many artists are around it :) Or to say explicitly: I think the current form of download is best to be utilized by someone who want to create and render some hair, *not* to mess with code. If (if.....) I'll see at least five to ten people of this kind, there's sense to proceed with docs, some streamlining and so on. If no (most likely it will be 'no') current form is more or less what I personally need, so doesn't matter, it will stay where it is, already.

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 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 21 Feb 2016, 03:43 
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What do you do when you need the character to be moved from 0,0 when using your Syflex setup? The hair gets dragged behind and then snaps violently into place after frame 0.

Is there a way to move the global transform on your character and allow the hair to go with it? This way when you start to animate the hair will be perfectly in place at the start of animation.


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 Post subject: Re: Kristinka Hair 3.0 released
PostPosted: 21 Feb 2016, 11:37 
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adrencg wrote:
What do you do when you need the character to be moved from 0,0 when using your Syflex setup? The hair gets dragged behind and then snaps violently into place after frame 0.

Is there a way to move the global transform on your character and allow the hair to go with it? This way when you start to animate the hair will be perfectly in place at the start of animation.


Almost exactly the same what you'll do with Syflex cloth, or any other simulator.

a: to have a introductory time of simulation, around 50 to 100 frames, where Syflex is allowed to fit, smoothly. Probably you'll want this in any case, hard to believe you'll have a 'falling phase' of simulated hair, in real work.
b: to have the all geometry related to kh and syflex, frozen at desired starting state - while this does not affect SRT of ICE point cloud. However in this case you'll want different setups for different animations, so wouldn't hurt to have a backup copies of original, related to reference pose of character.

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