Garibaldi Express: Hair and Fur Plugin Beta [Commercial]
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I have a request... For the next Beta.... Can we please have a 'save option'? It keeps crashing on me, and I was really close to completing a hair style, and then it crashed and I lost it. Ideally, I'd like to save my progress, so that should it crash I can load. Ds 4.5 very rarely crashes if ever for me, but its crashed every time I used Garibaldi :(
And a question for all the other testers here...
Has anyone tackled the "crown" of the hair? I did, and made some good progress... There were several stray strands that refused to go down though, despite all nodes were laying flat. I also had trouble around the ears. some of the nodes got stuck inside them :S........... I played with the cut tool to try to clean the ears, but I wasn't able to cut the actual hair that was the trouble with the ears. Is there a way to trim individual loose strands of hair?
Found this forum, got caught up on all 27 pages, took everyone's advise and tips, and here is my first crack at the Garibaldi Hair system.....
nothing spectacular, didn't even bother with adding any lighting, spent most of my time fiddling with all the sliders and controls in the styling and tweaking sections of Garibaldi, but I'm thoroughly loving it so far! Retired hairstylist here in the real world, so the comb and cut selections are going to be my favorites, as soon as I get the hang of the rest of it......I had a problem with the paint portion as well, but used a default Genesis for this, and applied shading, morphs and pose and expression after finishing the hair. This new plugin certainly has my vote! One question.....didn't try it yet, but is it possible to isolate sections of hair and apply different colors? If not, definitely something to add for a future beta release.....
Renders look great...
Can you email me the scene and I'll have a look.
Thanks
Thanks! Will do so in the next few days - have company coming in the morning so am going a bit crazy trying to get ready. I did try different lights and that didn't help.
I was told by someoneat the time that it was likely a bug in the renderer causing the problem which I did report on mantis. Can't remember what happened though...it's a while back now!
I use the selection tool to select that strand, then just go crazy with the cutting tool to and draw all over that space to cut it all.
Futurebiscuit,
Maybe there can be a delete strand in the Style menu to be able to accurately get rid of the whole strand?
gensi
I was told by someoneat the time that it was likely a bug in the renderer causing the problem which I did report on mantis. Can't remember what happened though...it's a while back now!
I'll try that, thanks!
For saving in between I just click accept, and back in DazStudio save as scene.
As I am saving incrementally Scene01, scene02 and so on anyway, this is normal to me.
I'll try that, thanks!
I remember that...
There's a bit more to the 'problem', though...
It's got to do with not only bucket size, but also render dimensions and 'partial' buckets.
It shouldn't happen at any combination that results in 'full' buckets...so a bucket size of 16 and an image size of 1024 x 2048 would work., but a 1000 x 2000 would probably have the problem. It's most likely to occur when the displacement puts a pixel into the 'next' row/column and there isn't a full 'bucket' to handle it.
Also, if that sweater is using a displacement map, it may be the cause, not the hair. Have you tried to render on an unclothed 'defait figure/
I'll try that, thanks!
I remember that...
There's a bit more to the 'problem', though...
It's got to do with not only bucket size, but also render dimensions and 'partial' buckets.
It shouldn't happen at any combination that results in 'full' buckets...so a bucket size of 16 and an image size of 1024 x 2048 would work., but a 1000 x 2000 would probably have the problem. It's most likely to occur when the displacement puts a pixel into the 'next' row/column and there isn't a full 'bucket' to handle it.
Also, if that sweater is using a displacement map, it may be the cause, not the hair. Have you tried to render on an unclothed 'defait figure/
Interesting...I didn't realise it was due to the size of the render but that would make sense. Also that the sweater may be what's causing the issue...nice catch MJC!
I remember that...
There's a bit more to the 'problem', though...
It's got to do with not only bucket size, but also render dimensions and 'partial' buckets.
It shouldn't happen at any combination that results in 'full' buckets...so a bucket size of 16 and an image size of 1024 x 2048 would work., but a 1000 x 2000 would probably have the problem. It's most likely to occur when the displacement puts a pixel into the 'next' row/column and there isn't a full 'bucket' to handle it.
Also, if that sweater is using a displacement map, it may be the cause, not the hair. Have you tried to render on an unclothed 'defait figure/
Interesting...I didn't realise it was due to the size of the render but that would make sense. Also that the sweater may be what's causing the issue...nice catch MJC!
It's more to do with the buckets being 'whole' buckets...so as long as the render size and bucket size are evenly matched, there shouldn't be a problem. 'Power of 2' sizes work well...16, 32, 64 for bucket size and at least the perpendicular to 'bucket order' size should also be power of two...256, 512, 1024, 2048,,,,also, when evenly matched there may be a slight increase in render speed (I've never tested or seen it...but I haven't looked for it, either).
animate or pose (and manual fix everytime) with sticky hair, this isn't funny...
that's what we have years ago in the first xbox/playstation console versions.
even game engines of today almost don't use this anymore.
it's just a pitty, but will wait for hair physics/dynamics Sooooon...?
physics would make this hair tool for studio complete.
'm pretty sure some developer would come with the physics studio solution Sooooon.
physics are unthinkable today in animations.
For saving in between I just click accept, and back in DazStudio save as scene.
As I am saving incrementally Scene01, scene02 and so on anyway, this is normal to me.
Ah thank you! I didn't know you could do that with the plug in. Thanks. Saving increments is norm for me too :)
Lyne distributes the remaps as an .uvs file for UVMapper Classic. http://www.lynescreations.com/lynesfree1.htm
Well, garibaldi nodes saves in the daz scene, I'm not sure why you would need a separate save function.
The plan is kind of that the final release version won't crash... it would be much appreciated if you could email me the details of what actions cause garibaldi to crash for you.
If you're finding it hard to comb style curves if they are spawned passing through the surface geometry then try turning of these options:
Geometry Intersection check: if style curves control points are allowed to pass through the geometry when combing.
Geometry Occlusion culling: if curves control points are editable that are obscured by the surface geometry when combing.
If you require to remove any excess hair then paint the areas the follicles are spawned black in the density texture.
You can by creating a colour paint texture map and set it as the base/tip colour of your hair in the distribution workspace.
You can also export and import the texture and edit in an external image editor if desired...
I believe that it's explained somewhere in a post in the thread...
Real written documentation will be coming over the next few weeks as most of the outstanding issues are fixed.
For that hair style you might want to give the auto parting feature a try. Just turn down the angle threshold in the auto parting option section of the style workspace. I find around 100 degrees is a setting that works well.
If you want to remove hair strands then you can edit the hair density map. If you find it hard to visualise where the hairs are in the paint workspace then there an option to view the style curves why painting.
Thank you for the quick responses.....will post more renders soon!
Well technically even older cards should work and when anti aliasing turned off these older cards may perform a reasonable amount.
The thing is that I don't want have to support issues that might arise with these older cards and need to cut things off somewhere. If your willing to take the risk then garibaldi should work fine with your card. I need to be realistic and draw the line somewhere...
So the official support is nvida/amd/ati/intel cards that support OpenGL 3.0 or above.
I just bought a Radeon HD 2400 for 8gpb (13usd) to add to my nvidia geforce 8400 in my low end test machine. These are slowest OpenGL 3 cards you can basically buy and even the high res examples are reasonably functional with antialiasing turned on. (although I do need to fix a slight geometry shading issue with the old ati card).
Garibaldi Express Beta 6 has just been sent out to beta testers.
Although this version fixes issues, adds some optimizations and also adds some minor features (check the included Readme text), they're a particular feature I would like to highlight for testing...
Previously Garibaldi Express did various on the fly optimizations to try to reduce memory usage during rendering. But for Beta 6 this has been taken to the next level of sophistication with many new additional optimizations...
To activate the new optimizations go into the 'Render Method' parameter in your daz studio nodes and change the value to 'Disk Cache'.
The 'RAM Cache' option is basically the same render method from beta5 and is still the default.
The plan for beta 7 is to make the 'Disk Cache' mode the default.
Here is one of the existing examples rendered in Win XP 32bit with a peak memory usage of 735MB of memory.
For comparision the same scene without the hair has a peak usage of 425MB of memory.
(150918 Hairs with 5096805 verticies).
(note that they're still outstanding issues with rendering rendering with 32bit windows and is not currently supported).
I love the Beat 6 release , so smooth without any issues or crash , render fast 150K hair in 5 sec with shadow maps
also used the disk cache !! great
and my favorite tool allow me to work freely and style without any drag , I am already on win8 and so far did not noticed any major issues
I will check out tomorrow the readme and make the tests you ask for to focus on
Welcome back... Hope you have recovered from the weather releated issues.
5 seconds? what are you rendering?
I remember that...
There's a bit more to the 'problem', though...
It's got to do with not only bucket size, but also render dimensions and 'partial' buckets.
It shouldn't happen at any combination that results in 'full' buckets...so a bucket size of 16 and an image size of 1024 x 2048 would work., but a 1000 x 2000 would probably have the problem. It's most likely to occur when the displacement puts a pixel into the 'next' row/column and there isn't a full 'bucket' to handle it.
Also, if that sweater is using a displacement map, it may be the cause, not the hair. Have you tried to render on an unclothed 'defait figure/
Interesting...I didn't realise it was due to the size of the render but that would make sense. Also that the sweater may be what's causing the issue...nice catch MJC!
It's more to do with the buckets being 'whole' buckets...so as long as the render size and bucket size are evenly matched, there shouldn't be a problem. 'Power of 2' sizes work well...16, 32, 64 for bucket size and at least the perpendicular to 'bucket order' size should also be power of two...256, 512, 1024, 2048,,,,also, when evenly matched there may be a slight increase in render speed (I've never tested or seen it...but I haven't looked for it, either).lol...I did get that. Sorry if I explained myself badly my brain tends to be fried after working all day. I find that interesting I knew that was important for games that images were power of two...just didn't know it applied to DS also.
3Delight isn't 'strictly' stuck with power of two images and such (although, it seems to be more efficient that way), but it's easier to work out what the various sizes should be if that's what you use...
I don't know if this suggestion is possible, but how about a "twist" tool in the style section? Something that would twist sections of hair in a circular motion, to create spiral curls. If varying degrees of twist are added, one can create a braid effect with really tight twists, or even a dreaded hair look......just a thought. :)
Thanks, rendering yesterday my set 150.000 hair with shadow lmaps and 1 spot 500x650 small render
also the brushes don;t hang on me and styling is very smooth
I updated to last Nvidia beta driver it may be the reason also and win8 both improved the work with the plugin so much
I just tried to kill it yesterday and did not succeed
btw 1 question will be there other option to save the hair curves other than a scene ?
I tried to save it as figure/prop it did loaded back, I could edit and style again but failed to generate clean and render the curves it was just blank .
Welcome back... Hope you have recovered from the weather releated issues.
5 seconds? what are you rendering?
I was thinking about that yesterday I wish I had a twist brush as I use in Zbrush , life would be much easy while styling
A nice feature to have in the Style tab would be a 'select all'
Ahh, ignore me ... no selection equates to a select all :)
First decent render experimenting with the notion of movement and motion in hair. For the first time EVER, I can finally create the feeling of motion and movement in 3D hair! Experiencing a black out here, must conserve my laptop's battery, but more shots of this in the near future.....:)