Xtaz Posted May 5, 2016 Share Posted May 5, 2016 anyone else ?? Quote Link to comment Share on other sites More sharing options...
*A:M User* Shelton Posted May 5, 2016 *A:M User* Share Posted May 5, 2016 Yes did not work for me either in a simple test Quote Link to comment Share on other sites More sharing options...
johnl3d Posted May 6, 2016 Share Posted May 6, 2016 I did quick test hairtesting.prj hairtest.wmv hairtest.mov Check settings for hair material Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted May 6, 2016 Share Posted May 6, 2016 I have been toying with hair dynamics and various settings... endlessly... currently in V18.0pAVX(what does the AVX mean?) I'm rather enjoying the dynamics seem to be getting better and better as versions come along. Can you elaborate on the situation you are getting? chair.mov Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted May 6, 2016 Share Posted May 6, 2016 I just started a quick hair project from scratch in 18.0P and including it here- see if it works on your side... I made a new model, lathed a 8sphere. Copied the top half and pasted, used the SplitPatch wizard to uprez the scalp(top half) which helps immensely with collision-detection...then deleted some CP's for a hairline... Seperated into 2 groups, face and scalp. Made a new material for hair, applied to scalp group. Turned ON Hair System dynamics, preroll 1:00, Targeting Constraint @3%, Control Points 6, Object collisions ON. THEN- I did a quick groom operation to the hair- combing it back a little... to do this tactilly- I turned OFF Dynamics and sett preroll to 0... then when done grooming- turned dyn back on and preroll back to 1;00. Everything seems to be working as it should. I am on a PC. HAIR TESTER V180P.prj Quote Link to comment Share on other sites More sharing options...
Fuchur Posted May 6, 2016 Share Posted May 6, 2016 I have been toying with hair dynamics and various settings... endlessly... currently in V18.0pAVX(what does the AVX mean?) AVX = Advanced Vector Extensions. This is a special version for CPUs which are able to use these "new" type of instruction set. For instance mine does not support that, like that I only use the SSE3 instruction set and to take care of that, A:M is compiled for these versions differently. See you *Fuchur* Quote Link to comment Share on other sites More sharing options...
TheToadStool Posted May 16, 2016 Share Posted May 16, 2016 Hi folks, I've been working a lot with hair lately. I am using a tutorial that Matt made called AMhair.pdf (2010). I wanted your particular look for this character which I discovered was a process of letting hair fall down and do its thing. I have been tweaking this and still can't get the hair to avoid penetrating the geometry100% but have gotten pretty dern close. I like to stress the model out in the testing process so here she is at the beach with a lot of wind on her. I am still working on having the hair part to the degree that you can see her face. Perhaps in a less windy world. I'm not going to lie, hair has been a struggle. Anyhow, thanks for that tutorial, Matt. I like your models and you have done great things with hair. This discussion was originally that hair is not being affected by forces in v18. I was having some problems with 'hair' made of images not moving by forces but I believe that this is user error. Anyway, I'd be interested to know more and hopefully it's easily resolved. thanks, -Adam Ruby_Hair_test.mov Quote Link to comment Share on other sites More sharing options...
Developer yoda64 Posted May 16, 2016 Developer Share Posted May 16, 2016 Forces are affecting hair, but You need a very high magnitude for the force in V18 (values greater than 1000%) to see the effect, this will be fixed in the next version . Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted May 16, 2016 Share Posted May 16, 2016 We have'nt heard back from Xtaz to see if he got his dynamics sorted-out... Hi Adam, good test! Thanks for the compliments! I see you are discovering the myriad of settings and switches for A:M hair. Yes, there IS a pre-roll period where hair will fall and find it's natural position... usually about 2-3 seconds will do. Forces can be used to control hair- or to add a 'wind' effect like you are doing. I would get the hair to NOT penetrate as best I could before enacting wind forces to complicate things. Here are 3 more pages of possibly redundant hair study. Pearls of wisdom and if you look closely you may noticed I left my properties settings open in each image. Rinse and repeat, results may vary. 1 Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted May 17, 2016 Share Posted May 17, 2016 Another thing I've learnt that may help you to 'part' her hair using grooming instead of wind... If you make a higher res scalp and divide it into 2 separate mesh's- one for scalp Left and one for scalp Right... you can HIDE one while you go into grooming mode to groom the other- and vice-versa. 1 Quote Link to comment Share on other sites More sharing options...
TheToadStool Posted May 20, 2016 Share Posted May 20, 2016 Matt, your wisdom is invaluable! I've been messing with that hair all week and am planning on redoing the hair entirely now that I possess more experience, etc. I used the SPLITPATCH plug-in which is very helpful but also sometimes makes the model unworkable and has to be replaced with the mesh of an earlier model. This is a very wonderful plug-in but I'm guessing it can cause problems in the geometry, perhaps if the patches become too small. Not sure, exactly. My model has a very dense invisible face Dam which the hair still penetrates, etc. I split the dam mesh thinking that the more dense it is, the more resistant it might be to penetrating hair. Not necessarily the case. I am very excited to start model #2 for this project so I can utilize some of the other techniques you describe involving more controllable hair. Hair is a powerful tool and I hope to master it. We shall see ! -Adam Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted May 25, 2016 Share Posted May 25, 2016 It is a fun powerful feature, but time-consuming! When you use splitpatch, are you just doing it to the scalp/hair emitting area or are you doing the whole body...? It just needs to be done to the scalp area as illustrated above. I will usually copy/paste the scalp and then offset the new geometry slightly above the original and run splitpatch on it 1-3 times... THEN, you can go about separating various scalp mesh's to get your 'parts' and control. Keep at it- looking good! Quote Link to comment Share on other sites More sharing options...
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