Genesis hair to fibermesh
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Genesis hair to fibermesh

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What are some efficients ways to convert genesis hair to fibermesh?
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Cant see how it would be possible.
... Unless something like Zbrush has a tool; it would be cool if it could be done though.
Certainly seems to be possible the other way.
Typically fiber mesh hair begins as a spline
each spline is "stroked" with a sheath of geometry
producing the resource intensive "fibermesh"
for use in engines that can not render the original spline.
Daz hair is made up of flat strips of geometry with transmaps
this a nearly 20 year old method of creating hair, and has become
painfully apparent with PBR renderers Like Iray.
Some modeling apps like my C4D can convert the edges of geometry

to splines,and then back to geometry, which is very useful for creating seams and piping on clothing
as seen here on one of my products for the G3 male.
(see pic)
However this would not be helpful in converting those flat Daz hair
strips to fibermesh because of the closed rectangular shape of the strips.
You probably could if you were both an excellent mathematician and programmer with the desire and work ethic to do it. LOL, count me out. It really is possible though for some of those old style hairs though.
you could just choose hair cap in surfaces and grow LAMH in the salon use the mesh strips as your styling guides, all I can think of, several hair groups could help doing this, then export it as fibermesh.
Step one, load transmapped hair onto figure.
Step two, delete transmapped hair on figure.
Step three, load fibermesh hair onto figure, now you have converted the hair on the figure from transmapped hair to fibermesh hair, LOL
well technically as each transmapped strip is a separate mesh in a modeller like Hexagon one could select one at a time, subdivide or edgeloop duplicate and slice it into lots of little strips duplicate those offsetting them, it would destroy any UV mapping and be a right PITA to do.
Hi
I have access to three modern
spline based Hair system:
s Maxon C4D hair module
Lightwave 2015's FiberFX and of course Blenders hair.
the splines are just Guides to tell the render engine
where to populate the image with hairs.
and typically the splines are grown from the verticies
of the scalp geomtery.
A Daz hair would look bloody awful even if one
could some how convert it edges to splines
and back to fiber mesh geometry.
Here is some crude Fibermesh "anime" hair the I created
by stroking splines with geometry.
Very resource intensive and not really practical.
I disagree. The low poly meshes used in DAZ hair would be good style guides for making accurate fibre/spline based hair styles as basically you have a bunch of low-poly meshes that would be serving as what I think they call in LAMH 'shavegroups'. Use the tranlucency/color variations of the applied textures to those hair polygons (aka shavegroups) to create and map the splines back to the roots on the scalp and you are cooking!
In fact I think that given georgeous DAZ hair, for example, like by AprilSH, to use those as templates to create such spline/mesh hair styles it would be is a huge time saver and likely to utlimately result in more accurately created traditional hair styles. It is not such a far-fetched ideal at all.
Sometimes it makes such to start all over again but in other cases to throw out outstanding past work that is beautiful and accurate and useful as a guide template is wasteful - e.g. I am not going to throw out a bunch of old photographs to model hair styles and insist on either styling anew & photographing again or finding someone already with that hairstyle & photographing the style anew.
Hey LAMH fellows Alessandro & Kendall? Can you guys code that into LAMH 2.0 please?
well if they could code it to use selected edge loops on a piece of geometry as styling guides that would be possible
I think they could...it has me excited thinking about the new georgeous hairstyles possible in DAZ...maybe that is the hassle they have been programing for LAMH 2.0?
I might try something in Carrara,
unlike Hexagon it does not slice but I can select, copy paste and duplicate edge loops
whether I can create a mesh from the results another matter
Sounds interesting, go for it.
sadly DAZ hairs are proving too complex to just select loops
doing one strand at a time would take a very long time
well I did find a way to select just the edge loops using the UV mode and make them single strands but sady copy paste to a new vertex model brings the whole mesh over not just the empty vertices
Yes, I think you would need to design your own algoritm the combined tracing the polygon in combination with image edge tracing of a sorts that clung the the edge and path of the current polygon (shavegroup I guess in LAMH analogy) for the entire area of the polygon and you'd construct a spline for each trace from root to tip and add it to the shavegroup for the current polygon. A problem would also arise in the I think DAZ hair polygons are flat area but really a shavegroup needs to define a volume although I guess one could be derived depending on how the other polygons where laid out near the currently traced one near the scalp.
I like that approach to fibremesh/spline hair as a much easier way to accurately design a nice hairstyle more quickly than the current LAMH 1.5 which I own and have used but not to my satisfaction to share any of what I've worked on.
Maybe these expensive hair construction modeling apps take such an approach already? If so please direct me to which ones take this approach.
actually extract curve gave me just the edge loops and sadly the end rings as well I have no idea where I am going with this
Well I might look for public domain raster image edge trace / vectorization algorithms this winter and give it a shot in Blender or Unity. That is provided a solution isn't already available (that I can afford).
Makes for a mildy interesting expermiment perhaps.
but getting something that does not look like an experiment
to render in IRay and looks passable by todays standards, is not a likely scenario IMHO
Buy LAMH.
Download one of the genesis hair preset freebies at furrythings. (Pepper Hair is very pretty and distinctive for instance...)
Apply to genesis. Export as fibermesh object. Parent to Genesis 3, save as wearable.
This ^
The nice thing about head hair is that it generally doesn't need to precisely fit or follow the figure beyond being parented.
Wish more hairstyles were out, because getting it styled decently is a bit of a trick.
I have LAMH and anyone exposed to using the LAMH UI that is not great at creating complex hair styles or even mostly simple ones for the most part knows the LAMH fellows (and the other spline hair makers for that matter if they are taking the same UI approach) should step back and consider completely re-doing how the LAMH UI style hair. Enough of this 'combing' and 'cutting' hair analogy that doesn't work to well in a 2D plane that is supposed to be faking a 3D volume and instead take advantage of modeling hair volumes styled in advance with tried and true mothods and generating the spline/fibremesh hair from that. It is true maybe one has to modify those old modeled hair volume to make the hair splines generated from them possible but hey how long has LAMH been out and it's still not the prefered hair being bought. If it is was producing great heads of styled hair we'd see it by more patient folk than I using such a UI.
Stay tuned....
Kendall
intriguing
Oh! I am so excited now!!!!
I need to clarify... fibermesh is a trademark of Pixologic, LAMH creates LAMH FiberHair.
We are aware that the current UI is not the best for human hair. Work is proceding on making a more "bipedal friendly" methodology.
Unfortunately, I can't say too much more ATM.
Kendall
Well I'm sure it will be an improvement.
well I call it fibre mesh or hair anyway as I am not American