Octane and Dynamic Hair

EddyMI3DEddyMI3D Posts: 365
edited March 2015 in Carrara Discussion

Hello there!

Today I tried this:
I took the Carrara G2F Scull Cap
Put some Vertex rectangles to it
Attached hair material
Started the Carrara Physics
Renderd in Octagon.
Got Carrara Dynamic Hair (ok, not quite ;-) )

Hair_Cap.jpg
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Pre_01.jpg
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Pre_02.jpg
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Dynamic_Hair_01.jpg
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Dynamic_Hair_03.jpg
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Post edited by EddyMI3D on

Comments

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    So that is actually Carrara's dynamic hair, and not a vertex geometry? I thought external renderers couldn't use it, because it is a render time effect.

  • EddyMI3DEddyMI3D Posts: 365
    edited March 2015

    It actually IS vertex geometry. For Carrara Hair can't be seen in Octane and Luxrender Co.
    I made this try, because I miss dynamic Hair wit Octane.
    Fiber Hair work fine with octane, but LAMH does not work with Carrara O.o

    Post edited by EddyMI3D on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,087
    edited December 1969

    I tried softbody on prop hair with the skullcap tree attached naming verts in vertex room but it all fell out

  • EddyMI3DEddyMI3D Posts: 365
    edited March 2015

    Hello Wendy

    I use bullet physics

    Bullet.jpg
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    Post edited by EddyMI3D on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,087
    edited December 1969

    was bullet

  • EddyMI3DEddyMI3D Posts: 365
    edited December 1969

    A PITA is, you have to set the dynamic parameters for every strand...

  • EddyMI3DEddyMI3D Posts: 365
    edited December 1969

    And you hadn't any dynamic motion at all?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,087
    edited March 2015

    yes was dynamic just not welded, have had similar issues in Poser clothifying hair
    the problem is selecting the base of the strand flaps to pin/make rigid unchoreographed etc when obscured by other mesh.
    I am using readymade DAZ hairs, if you model your own you could precreate groupings I imagine to add to named vertex group for attaching

    the main trouble is it is excruciatingly slow to calculate and does nor stop hitting esc so lose the lot trying,
    I am thinking exported cloth hair from Poser might be a better choice after all.

    this one so far is working but too early to tell, will take hours and hours, quite frankly easier to pose it with morphs on the timeline :lol:

    Untitled.jpg
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    Untitled.jpg
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    Post edited by WendyLuvsCatz on
  • EddyMI3DEddyMI3D Posts: 365
    edited December 1969

    You are right, Wendy.
    As I increase the amount of strands fro 5 to 20, it took lot more time.
    Not to tell for a compete hair set.
    Also the imposibility to stop the physics and keep the results up to that point.
    LAMH for Carrara would not be bad too ;-)
    Or a tool to convert Carrara Hair to polygon hair.

    But anyway, thanks for sharing your results.

    Eddy

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,087
    edited December 1969

    home from work
    really do not like where this is going........

    Untitled.jpg
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  • JonstarkJonstark Posts: 2,738
    edited December 1969

    Eddy, very interesting idea, but I think once you add a clothfied section for each hair you're going to be looking at tremendous calculation times for simulations that might make the technique prohibitive (not to mention it will take a long time to add all the hair cloths to the cap too).

    On the other hand, I've had very good results simply using Carrara's regular dynamic hair in animation, rendering it in a multipass with a hair and shadow pass, and simply compositing it onto the Octane animation. Here's a quick example (also composited in some Carrara fog on the ground too). Kind of an ugly little animation, but it was a proof of concept of matching Carrara hair into an Octane animation.

    9th.gif
    200 x 300 - 8M
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,087
    edited December 1969

    Oh BTW did anyone notice 1fps?
    I use that for all my sims, bullet, hair etc, is much quicker Carrara tweens when you put it up to 24 FPS after

  • JonstarkJonstark Posts: 2,738
    edited December 1969

    Hadn't thought of doing it for hair sims Wendy, interesting idea. For cloth sims I usually hike it up to 60fps for the calculations, because I've found the vertices can move beyond their own sphere of influence frame to frame, which causes tearing and explosions. Every once in a while I forget to reset the animation render back to 24 Fps and I find myself wondering 'why is this render taking forever? Oh wait, frame 20 of 200000...' (facepalm)

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,087
    edited December 1969

    I had one of those ideas that did not work but posed more questions
    I tried a surface replicator on hair thinking one could "coat" the hair with octane renderable objects
    it places 0 objects on the hair but selecting something else then hair it replicates at roots but wildly translated so it must detect the hair but not be able to coat it as such its full length and why translated?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,087
    edited December 1969

    anything grows is shaping up to be my dynamic hair for Octane alternative, it has gravity at least

    anythingGrows0026.png
    1920 x 1080 - 4M
  • EddyMI3DEddyMI3D Posts: 365
    edited December 1969

    Looks great! I'll give it a try!
    Thanks Wendy!

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,087
    edited May 2015

    a quick ani
    movie series of 600 full HD frames will take 12 hours

    1.JPG
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    Capture.JPG
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    anythingGrows0000.gif
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    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,087
    edited December 1969

    https://youtu.be/nqSxKcfuLN4 it stopped rendering at frame 112 oddly
    this is looped

  • MythmakerMythmaker Posts: 606
    edited December 1969

    Wow 12 hours! lol I don't have that kind of patience. But nice to see another under-used Carrara plugin put to creative use...

    I'm too on the quest for dynamic hair in Carrara/ Octane. Doesn't matter if it's cloth hair or strand hair, but it must be fast enough sim. My threshold is 1-5fps simulation for tests, 10fps for final sim. Anything more is creativity-killer for my impatient self lol.

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