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From: Thomas de Groot
Subject: Poser's dynamic hair in POV-Ray (WIP 1)
Date: 21 Oct 2007 05:21:10
Message: <471b1a06@news.povray.org>
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Hi all,
I have started experimenting with dynamic hair in Poser (version 7) and the
possibilities to get acceptable results in POV-Ray. As I am in need of an
old man with a bald pat and a beard, I included beard building into the
experiment. I shall not detail here the work needed in Poser, that will be
treated in due time in the povray.tools.poser newsgroup. What I want now is
some unbiased opinion about the *looks* of the figure under different
conditions.
Poseray has the (experimental) possibility to convert lines (and that is how
Poser converts dynamic hair) into ribbons. The width of the ribbons
determines how the hair or the beard is going to look like, so my first
series of experiments concerns their variation. One of the reasons for these
experiments is to explore what additional settings would be needed in
Poseray for a realistic render of hair and beard. So, FlyerX, pay attention
:-)
A following series of experiments will concern texturing. Tipically, Poser
does not uv map its dynamic hair it seems. However, using ribbons, this
would be an interesting possibility in Poseray/POV-Ray. In the present set
of images, I used a simple color_map of greys.
About the images: The top one is a render in Poser of the figure with the
standard texture generated. No changes were made. The figure is based on the
Apollo Maximus figure. The next set of four images shows the conversion of
the hair and beard, and the width settings of the ribbons used each time.
One amelioration I could suggest offhand already is to use a second set of
hairs at the transition between beard (or hair) and skin, the outer one
being more sparsely populated. Just to smooth the transition more
realistically.
Regards,
Thomas
Post a reply to this message
Attachments:
Download 'HairAndBeard_test.jpg' (168 KB)
Preview of image 'HairAndBeard_test.jpg'
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From: Jörg 'Yadgar' Bleimann
Subject: Re: Poser's dynamic hair in POV-Ray (WIP 1)
Date: 21 Oct 2007 09:37:02
Message: <471b55fe$1@news.povray.org>
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High!
Thomas de Groot schrieb:
> About the images: The top one is a render in Poser of the figure with the
> standard texture generated. No changes were made. The figure is based on the
> Apollo Maximus figure. The next set of four images shows the conversion of
> the hair and beard, and the width settings of the ribbons used each time.
> One amelioration I could suggest offhand already is to use a second set of
> hairs at the transition between beard (or hair) and skin, the outer one
> being more sparsely populated. Just to smooth the transition more
> realistically.
>
> Regards,
>
> Thomas
Very few men have beard hair of the same structure like scalp hair - in
most cases it is thicker and coarser, more like pubic hair!
See you in Khyberspace!
Yadgar
Now playing: Light Of The World (The Alan Parsons Project)
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news:471b55fe$1@news.povray.org...
>
> Very few men have beard hair of the same structure like scalp hair - in
> most cases it is thicker and coarser, more like pubic hair!
>
Yes, sure, I know. I have a beard myself :-)
However, that is something that cannot be achieved (at the same time
presently) in Poseray... nor, really satisfactorily in Poser!!
Be aware that the *ribbons* do not really simulate hair structure. They are,
IMO, mainly intended to be used as support for an image_map of hair. FlyerX
could tell us for sure.
[==> on ToDo list for Poseray; possible question for Poser Forum]
Thomas
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"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
>.... What I want now is
> some unbiased opinion about the *looks* of the figure under different
> conditions.
The first one is better than the rest. You might need to work on the
materials a bit. ;) You can add some wave to the hair in Poser using the
kink settings, I think that would help a lot. Will PoseRay translate the
kink? The reason I ask is becasue maybe it doesn't ... the head hair
doesn't appear to meet the scalp correctly (which would appear to happen in
the conversion). Another thing that might work is if you had 2 hair props.
A sparser one along the edges where beard meets clean shaven, and a thicker
one for the rest of the beard area. I also think it falls straight down too
fast.
Janet
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That's pretty neat. I haven't monkeyed in the Hair Room much, but that could
be the coming week's experiment.
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Thomas de Groot wrote:
> news:471b55fe$1@news.povray.org...
>> Very few men have beard hair of the same structure like scalp hair - in
>> most cases it is thicker and coarser, more like pubic hair!
>>
>
> Yes, sure, I know. I have a beard myself :-)
>
> However, that is something that cannot be achieved (at the same time
> presently) in Poseray... nor, really satisfactorily in Poser!!
>
> Be aware that the *ribbons* do not really simulate hair structure. They are,
> IMO, mainly intended to be used as support for an image_map of hair. FlyerX
> could tell us for sure.
>
> [==> on ToDo list for Poseray; possible question for Poser Forum]
>
> Thomas
>
>
>
Nice test.
The ribbons are the closest thing I could use to lines in POV-Ray unless
there is a line primitive that I am unaware of. I hardly use the ribbons
myself because Poser dynamic hair is rather useless. In fact I am
working on modifying this feature to create tubes (with 3 sides and up)
for each line. I think less hair lines with larger texture areas may
look better than a very dense set of thin ribbons. The ribbons just do
not look good when they are too wide. They tend to twist too much.
FlyerX
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"FlyerX" <fly### [at] yahoocom> schreef in bericht
news:471bd1fb$1@news.povray.org...
> Nice test.
Thank you :-)
>
> The ribbons are the closest thing I could use to lines in POV-Ray unless
> there is a line primitive that I am unaware of. I hardly use the ribbons
> myself because Poser dynamic hair is rather useless. In fact I am working
> on modifying this feature to create tubes (with 3 sides and up) for each
> line. I think less hair lines with larger texture areas may look better
> than a very dense set of thin ribbons. The ribbons just do not look good
> when they are too wide. They tend to twist too much.
>
I agree. The idea to use tubes might indeed be a much better solution than
the ribbons. Looking forward to that!
Yes, less hair and larger texture areas are what I am favoring too. The
problem then is how to texture that correctly. I think uv mapping would be
necessary in Poseray, but I have not yet found out what type of mapping
would work best. Using the ribbons, I shall experiment further along that
line.
Thomas
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From: Thomas de Groot
Subject: Re: Poser's dynamic hair in POV-Ray (WIP 1)
Date: 22 Oct 2007 03:16:11
Message: <471c4e3b@news.povray.org>
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"Janet" <par### [at] attnet> schreef in bericht
news:web.471b831fbb33e2ddf2a6e2870@news.povray.org...
> The first one is better than the rest. You might need to work on the
> materials a bit. ;) You can add some wave to the hair in Poser using the
> kink settings, I think that would help a lot. Will PoseRay translate the
> kink? The reason I ask is becasue maybe it doesn't ... the head hair
> doesn't appear to meet the scalp correctly (which would appear to happen
> in
> the conversion). Another thing that might work is if you had 2 hair
> props.
> A sparser one along the edges where beard meets clean shaven, and a
> thicker
> one for the rest of the beard area. I also think it falls straight down
> too
> fast.
>
Thank you Janet for your comments! Yes, the kinks are translated to Poseray
as far as I am aware of that. If you compare carefully the Poser "original"
and the different conversions, you will see that the kinks correspond to the
shadowed areas.
The hair/beard consist - in the Poseray conversion - of a root mesh (against
the scalp) and a hair mesh. My impression is that they do not meet correctly
thus giving the impression of the hair floating some distance from the
scalp. By the way, only using the root mesh gives the impression of a badly
shaven figure :-) That could be a line to explore!
Yes, two hair props. I mentioned that also in my original message, towards
the end, in a more cryptic way I admit as I did not want to go to deep into
prop building and so forth. However, that would be the best solution. I
shall certainly explore that avenue too.
I have to experiment further with the dynamic settings of the hair,
especially the falling down. I used a pretty extreme setting here.
Janet, would you think that the resolution of the skullcap/beardcap (i.e.
finer or coarser mesh) influences the number of guide hairs and hence the
total number of hairs in Poser? I am not sure and I have not tried this out
yet, but that seems to be the case.
Oh, one thing in general: using radiosity with these hair/beard meshes is
terrible. Render time rockets upwards tremendously. Something to keep in
mind.
Thomas
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"fls13" <fls### [at] netzeronet> schreef in bericht
news:web.471ba20ebb33e2dd49bb394f0@news.povray.org...
> That's pretty neat. I haven't monkeyed in the Hair Room much, but that
> could
> be the coming week's experiment.
>
Thanks!! Excellent idea!
Thomas
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Here is an update.
Following the suggestions of Yadgar and Janet, I changed the dynamic
settings in Poser. I made hair longer and it falls more naturally now,
especially as I checked on the collision detection. I used a coarser mesh
for the beardcap and, indeed as I suspected, the beard is sparser (with the
same hair settings). I made it stiffer than the hair too. For both, I used a
simple gradient y texture, uv mapped cylindrically along y in Poseray.
Comment 1: there is an issue with the root to hair transition. I probably
have to play with the pull down and the root stiffness settings...
Comment 2: I deliberately used a fairly wide ribbon setting. I would like to
see if I can get an image_map uv mapped on them...
Thomas
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