Genesis hair to fibermesh

What are some efficients ways to convert genesis hair to fibermesh?

Comments

  • nicsttnicstt Posts: 11,715

    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.

  • wolf359wolf359 Posts: 3,867
    edited June 2017

    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.

    Post edited by wolf359 on
  • nonesuch00nonesuch00 Posts: 18,444

    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.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888

    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.

  • FSMCDesignsFSMCDesigns Posts: 12,803

    What are some efficients ways to convert genesis hair to 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

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888

    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.

  • wolf359wolf359 Posts: 3,867
    edited June 2017

    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.

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    Post edited by wolf359 on
  • wolf359wolf359 Posts: 3,867
    edited June 2017

    Here is some crude Fibermesh "anime" hair the I created 
    by stroking splines with geometry.
    Very resource intensive and not really practical.

     

     

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    Post edited by wolf359 on
  • nonesuch00nonesuch00 Posts: 18,444
    edited June 2017

    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?

    Post edited by nonesuch00 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888

    well if they could code it to use selected edge loops on a piece of geometry  as styling guides that would be possible 

  • nonesuch00nonesuch00 Posts: 18,444
    th3Digit said:

    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?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888

    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

  • nonesuch00nonesuch00 Posts: 18,444
    th3Digit said:

    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.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888

    sadly DAZ hairs are proving too complex to just select loops

    doing one strand at a time would take a very long time

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888
    edited June 2017

    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

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    Post edited by WendyLuvsCatz on
  • nonesuch00nonesuch00 Posts: 18,444
    edited June 2017
    th3Digit said:

    sadly DAZ hairs are proving too complex to just select loops

    doing one strand at a time would take a very long time

    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.

    Post edited by nonesuch00 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888

    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 cheeky

  • nonesuch00nonesuch00 Posts: 18,444
    edited June 2017
    th3Digit said:

    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 cheeky

    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).

    Post edited by nonesuch00 on
  • wolf359wolf359 Posts: 3,867
    edited June 2017

    "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"

    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

    Post edited by wolf359 on
  • OdaaOdaa Posts: 1,548

    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.

  • wolf359wolf359 Posts: 3,867
    Odaa said:

    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 ^

  • Oso3DOso3D Posts: 15,053

    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.

  • nonesuch00nonesuch00 Posts: 18,444
    edited June 2017

    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.

    Post edited by nonesuch00 on
  • Kendall SearsKendall Sears Posts: 2,995

    Stay tuned....

    Kendall

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888

    Stay tuned....

    Kendall

    intriguing wink

  • nonesuch00nonesuch00 Posts: 18,444

    Stay tuned....

    Kendall

    Oh! I am so excited now!!!! smiley

  • Kendall SearsKendall Sears Posts: 2,995

    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

  • nonesuch00nonesuch00 Posts: 18,444

    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.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888
    edited June 2017

    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 call it fibre  mesh or hair anyway as I am not American cheeky

    Post edited by WendyLuvsCatz on
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