Maya nHair - how hard to repro?

News concerning 3D DCC business
scaron
Posts: 119
Joined: 08 Jul 2009, 05:16

Re: Maya nHair - how hard to repro?

Post by scaron » 30 Apr 2012, 20:42

ace63 wrote:First - you don't have any proper styling tools. I like the styling tools the original Softimage Hair has - this is one of the biggest pros of it.
with the new custom tool sdk, i think this is possible now.

User avatar
ace63
Posts: 176
Joined: 07 Jun 2009, 12:30

Re: Maya nHair - how hard to repro?

Post by ace63 » 01 May 2012, 12:22

scaron wrote:
ace63 wrote:First - you don't have any proper styling tools. I like the styling tools the original Softimage Hair has - this is one of the biggest pros of it.
with the new custom tool sdk, i think this is possible now.
Yes I thought so too when they introduced the new SDK - problem is that it will probably take quite some time to implement this.

User avatar
dwigfor
Posts: 395
Joined: 17 Nov 2009, 17:46

Re: Maya nHair - how hard to repro?

Post by dwigfor » 01 May 2012, 16:35

Rez007 wrote:
Bellsey wrote:Essentially its now the Nucleus solver that's driving nHair so it improves things abit.

I'm waiting to see some of this stuff though ;)
http://www.3dworldmag.com/2011/08/09/au ... echnology/
That does sound great! Bellsey, I don't know if you have contact with the decision makers higher up on what new technology goes to what platform, but if you want to mention to those people, that if Autodesk wanted to really sell a lot of Suites, then it would be the smartest move to put that XGen into Softimage first - that would sell the most Suite seats -fast. If they put it into Maya first, that would do little for the sales of Suites.
I just read an interesting post on cgtalk that sounds directly related to why Autodesk hasn't released xgen yet... Infringement of Joe Alter's patent.
And the trigger for suing Disney is (from the legal doc):

Quote:
What has brought the Defendant's infringement(s) to the Plaintiff's attention wast heir announcement that they plan to license their production software in direct competition with the Plaintiff for worldwide distribution.



Seeing as autodesk were licensing Xgen (http://www.3dworldmag.com/2011/08/0...gen-technology/). Wondered why we haven't seen any results from that deal yet?

Including xgen with (presumably) Maya would have cut the knees out from underneath Shave sales, so Alter is understandably concerned.

cheers,
chrisg

Yeti Fur will not be sold in the US
“To avoid a potential ongoing and expensive legal dispute with Joe Alter respecting the scope of his patent, Peregrine and Alter have executed a settlement agreement in which Peregrine has agreed not to sell or license the Yeti plug-in to users located within the geographic boundaries of the United States until his patent expires.”

http://forums.cgsociety.org/showthread. ... ge=1&pp=15

User avatar
Hirazi Blue
Administrator
Posts: 5107
Joined: 04 Jun 2009, 12:15

Re: Maya nHair - how hard to repro?

Post by Hirazi Blue » 01 May 2012, 16:59

The "Alter vs. Disney" case seems to already have been settled:
Alter now claims, and court records confirm, that he and Disney agreed to a settlement.
(Quoted from here)

No mention of the kind of settlement, obviously... Quoting Joe Alter directly:
I can’t discuss the settlement, however you can be pretty sure it wasn’t enough to cover the damage this thing’ll do but was enough to feel good about at least standing my ground and not being a complete puss.
(Quoted from here also)
;)
Stay safe, sane & healthy!

User avatar
Mathaeus
Posts: 1778
Joined: 08 Jun 2009, 21:11
Location: Zagreb, Croatia
Contact:

Re: Maya nHair - how hard to repro?

Post by Mathaeus » 01 May 2012, 17:24

Yeah.....poor Yeti. BTW, from my understanding, patent is related to 'stepping' creation of local coordinates along strand. Functionally, something similar to 'deform by curve', or 'extrusion along curve' operators in 3d apps. Ironically, imho just this feature didn't helped that much, nicely to say.

Just for the record, *if* I'm right, no one of ICE hair systems uses this. At least, no one of public available. Exactly for kristinka Hair, this method requires 'repeat' node, which I learn to avoid in order to keep the performance. So actual method for creating local cords in kH is a 'stupid', but very reliable transfer from NURBS geo - which then introduces additional complexity.... And ICE has more than enough force to drive this.

Imho, great styling, still artist friendly, belongs to Hair Farm for Max, which is using the 'Hair Mesh', or, interpolation along mesh extrusion. Who knows, maybe this one is patented, too.

User avatar
talent103
Posts: 181
Joined: 08 Jan 2010, 15:47
Location: New York City
Contact:

Re: Maya nHair - how hard to repro?

Post by talent103 » 01 May 2012, 17:32

I hear that Cinema 4D has the best hair system. Not sure if that is true or not.

User avatar
Mathaeus
Posts: 1778
Joined: 08 Jun 2009, 21:11
Location: Zagreb, Croatia
Contact:

Re: Maya nHair - how hard to repro?

Post by Mathaeus » 01 May 2012, 18:02

talent103 wrote:I hear that Cinema 4D has the best hair system. Not sure if that is true or not.
Yes, definitively *much* more options than XSI hair, reliable simulation.... Only one small 'I don't like' from my side, it's a 'post process' way of shading in default renderer, but I think this is intentional, to get it faster.

User avatar
talent103
Posts: 181
Joined: 08 Jan 2010, 15:47
Location: New York City
Contact:

Re: Maya nHair - how hard to repro?

Post by talent103 » 01 May 2012, 18:38

Well I upgraded to the Softimage Suite last year and just installed 2013 last weekend so I will be trying out Maya's N hair and see how I like it.

User avatar
ace63
Posts: 176
Joined: 07 Jun 2009, 12:30

Re: Maya nHair - how hard to repro?

Post by ace63 » 01 May 2012, 21:00

Well the good thing is we can now transfer Maya Hair to Softimage via Alembic

User avatar
origin
Posts: 619
Joined: 09 Jun 2009, 11:59
Location: warsaw

Re: Maya nHair - how hard to repro?

Post by origin » 01 May 2012, 21:10

hairfarm's stuff is also patented. Maybe thats the reason these tools never got updated?http://www.ephere.com/geometry/hair/

User avatar
talent103
Posts: 181
Joined: 08 Jan 2010, 15:47
Location: New York City
Contact:

Re: Maya nHair - how hard to repro?

Post by talent103 » 01 May 2012, 21:33

Yes Ace I forgot about Alembic. I will see if I can use that to import to XSI. I was actually thinking of just rendering a hair pass from Maya. However if I can keep the rendering in XSI that might be best.

jamination
Posts: 174
Joined: 10 Jul 2009, 21:58

Re: Maya nHair - how hard to repro?

Post by jamination » 01 May 2012, 21:54

ace63 wrote:Well the good thing is we can now transfer Maya Hair to Softimage via Alembic
this is great for some people, but I don't see Softimage getting another hair solution from Autodesk (as much as it may be needed) for this very reason. If they spread the strengths among all 3 packages, it encourages suite purchases, and I really hate the idea of having to learn another package in order to do something that should be included in the base package (of Softimage, that is).
Phil Harbath
Jamination Productions

User avatar
bottleofram
Posts: 355
Joined: 17 Aug 2010, 11:21

Re: Maya nHair - how hard to repro?

Post by bottleofram » 01 May 2012, 23:07

jamination wrote:this is great for some people, but I don't see Softimage getting another hair solution from Autodesk (as much as it may be needed) for this very reason. If they spread the strengths among all 3 packages, it encourages suite purchases, and I really hate the idea of having to learn another package in order to do something that should be included in the base package (of Softimage, that is).
Hear, hear!



I knew from the day those suites came out, this can not end well for the end user. And this idea that softimage is benefiting because its being included in both suites is also a bit of a nonsense. ICE might benefit from it, but softimage as a whole... not at all. Quite the opposite. :-w

User avatar
Hirazi Blue
Administrator
Posts: 5107
Joined: 04 Jun 2009, 12:15

Re: Maya nHair - how hard to repro?

Post by Hirazi Blue » 02 May 2012, 14:05

Well Autodesk needn't give us a new hair system, per se. They just should hire Joe Alter to bring his apparent black box (luceric's words, not mine) somewhat and somehow up to date, if Joe can find the time between court cases, that is...
;)
Stay safe, sane & healthy!

luceric
Posts: 1251
Joined: 22 Jun 2009, 00:08

Re: Maya nHair - how hard to repro?

Post by luceric » 02 May 2012, 15:33

that post said the exact opposite of trying to fix or update the built-in hair.

User avatar
Hirazi Blue
Administrator
Posts: 5107
Joined: 04 Jun 2009, 12:15

Re: Maya nHair - how hard to repro?

Post by Hirazi Blue » 02 May 2012, 16:13

Sure, but I mentioned the post for the sole reason you called XSI Hair a "black box" there.
And that's exactly why I linked to it...
his apparent black box (luceric's words, not mine)
;)
Stay safe, sane & healthy!

Post Reply

Who is online

Users browsing this forum: Bing [Bot] and 24 guests