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Re: Kristinka Hair 3.0 released

Posted: 12 Mar 2012, 22:18
by Mathaeus
JPWestmas wrote:I was thinking about bringing in some characters I animated in messiah. I assume at this point that I could very well constrain the scalp surface of the wig to the vertices of a head that has point cache on it?? In otherwords, what is the method you use to constrain the scalp triangles to the head triangles? Is it using a point constraint? I'll keep looking ^.^.
1:If simple, parent-like connection is enough, you could find one polygon on cached mesh, which doesn't deforms itself. Usually the one on top of the head. Create cluster from this polygon, constrain null to cluster (object to cluster constrain). Don't forget to activate both tangent and normal.
Use null as parent, single deformer for envelope, whatever. kH would like a 'single deformer for envelope'.
I've used this successfully in times of XSI 5 or 6 for attaching to point-cached import from Max.

2:Simplest ICE way would be this one. I've used exactly the same method in post above, but on strands,so you can't use kH node on mesh. That's a non-interpolated, 'faceted' method - but it's fast.

3:For nice smoothed interpolation, a bit expensive... there is a XSI Cage op - if you set fallof to very small value, it's not so expensive.

Re: Kristinka Hair 3.0 released

Posted: 14 Mar 2012, 22:56
by JPWestmas
Thanks for the hints, that's all I really need are pushes in the right direction. That polycluster constraint sound great.

I just did a simple test just now,(I know I take forever) where I exported your head, the hull deform surface and the scalp polymesh emitter to messiah. I put some bones in the meshes and exported the mdd files. Then I brought those cache files back into SI and applied them to the model with point oven, it worked perfectly! The hairs appeared to be stable too!

So pretty happy about this so far.

Re: Kristinka Hair 3.0 released

Posted: 15 Mar 2012, 01:15
by Mathaeus
JPWestmas wrote:
I just did a simple test just now,(I know I take forever) where I exported your head, the hull deform surface and the scalp polymesh emitter to messiah.
poor my head :) btw if you do something with 'emitter' mesh, like freezing exporting and importing back, there is small ICE node that should reside on this mesh, called 'initialize polymesh emitter' or something, you just re-apply it if was lost, for any reason.

cheers

Re: Kristinka Hair 3.0 released

Posted: 15 Mar 2012, 01:30
by JPWestmas
Mathaeus wrote:
JPWestmas wrote:
I just did a simple test just now,(I know I take forever) where I exported your head, the hull deform surface and the scalp polymesh emitter to messiah.
poor my head :) btw if you do something with 'emitter' mesh, like freezing exporting and importing back, there is small ICE node that should reside on this mesh, called 'initialize polymesh emitter' or something, you just re-apply it if was lost, for any reason.

cheers
hehe, I meant your second head :D. Luckily, I didn't have to import the mesh to get the animated deformation to work, I only had to import the point cache back onto the original head and it worked just fine because the point order was the same. =)

Re: Kristinka Hair 3.0 released

Posted: 12 May 2012, 16:03
by hidalgo
What are the equivalent of the version 2 vs version 3 nodes of kristinka?

i have and hairstyle that im using for rendering ( not simulation ) and i am trying to have the old setup to work, in my case i was using a kh2 emit hair ( nurbs emitter and point cloud as styling ) but in the new kh3 emit from nurbs i cant find any way to have the previous point cloud to style as there is no guide in name fuction anymore.

Any Help Apreciated.

Thx

Hidalgo

Re: Kristinka Hair 3.0 released

Posted: 27 May 2012, 22:00
by talent103
Hi Mathaeus
So I finally got around to posting some tests I did with the simulation models you gave me. I found that with the one point simulation I still got a lot of penetration of the collision object. The strand dynamics one was a lot better (though a quite a bit of a workflow) However even though it is better I still get some penetration issues. It is not to too bad since the toon shading is very forgiving. Let me know if there is anything I can do to help the penetration issues. Also let me know what you think of the test.
BTW I did try to do Maya Nhair It was easy to learn and set up and the collisions are absolutely great even on a light mesh. The problem is in rendering and getting it to match the mesh when rendering a sequence. If I render a frame it matches perfectly but if I render a sequence it is off even if the Nhair is cached. Maya Nhair is still a work in progress and I have people at Autodesk looking into the problems. Will post that when i get the issues resolved.



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Re: Kristinka Hair 3.0 released

Posted: 27 May 2012, 23:37
by Mathaeus
Ok I just raised aircrafts to gather the all simulation department of Kristinka technologies :)

Now seriously, probably the movement is too fast for "Push Strands outside geo" compound (or what is called, there are a few versions around). As I said before, there is "get closest location" node inside, which searches for closest surface, according point normal it makes decision, is some strand segment is inside of geometry. If so, it pushes the strand segment to closest surface.

With fast movement, closest surface could be on opposite, unwanted side. With faster movement, compound will think that nothing important happens, strand will just pass through the geo.

In short, only my advice is to try it with slower motion. Also, if you didn't already, create a special geometry for collision, as much convex. That is, without holes for eyes, mouth, so on.

For re-timing the cached sim, there is great tutorial by Andy Nicholas.


BTW I just working on small update, but this won't help here in any way, unfortunately.

cheers

Re: Kristinka Hair 3.0 released

Posted: 28 May 2012, 01:43
by talent103
Thanks! I will give those ideas a try. At this point I think its awesome and may even render the hair as a different pass etc. But it seems to be the best hair solution for me so far. Thank you so much for giving us this tool as an option.
John

Re: Kristinka Hair 3.0 released

Posted: 28 May 2012, 11:44
by hidalgo
Hi Anto i tought to show you what ive being doing on the stuff you know for my short movie, this is the first "workable" version using kristinka for hair styling

https://vimeo.com/42405201


pass: hairtest

best
Hidalgo

Newcomer (<20 posts) alert: please use the URL tags or alternative use the VIM tags to embed the vimeo - HB

Re: Kristinka Hair 3.0 released

Posted: 28 May 2012, 17:23
by talent103
Thats looking pretty cool!

Re: Kristinka Hair 3.0 released

Posted: 28 May 2012, 20:56
by Mathaeus
hidalgo wrote:Hi Anto i tought to show you what ive being doing on the stuff you know for my short movie, this is the first "workable" version using kristinka for hair styling

https://vimeo.com/42405201


best
Hidalgo
Grazie Hidalgo ! I can see a much of love you put into this character.

cheers

Re: Kristinka Hair 3.0 released

Posted: 28 May 2012, 21:12
by hidalgo
thanks to you this character would have probably not even existed so quickly without your tools ;)

Re: Kristinka Hair 3.0 released

Posted: 31 May 2012, 02:10
by Mathaeus
Hi,

Here is about 5 mb wmw of Syflex simulation test.
I didn't tweaked the sim that much. Anyway, simulation time looks promising, about 2-6 FPS for about 250 guides. 2 is with self-collision - here is just a smooth pin, instead. All that with my single threaded Syflex. I hope I'll ad a full setup for mesh extrusions and Syflex in update.

Re: Kristinka Hair 3.0 released

Posted: 31 May 2012, 05:38
by talent103
Nice!

Re: Kristinka Hair 3.0 released

Posted: 11 Jun 2012, 21:55
by Mathaeus
Hello,

Here is last update, Kristinka Hair 3.1. what's new:

First of all, there are a few contributions.

Jonah Friedman from Psyop is author of nodes with "JF" suffix. People at Psyop created their own tools on top of kH3 framework, here is one of results. As far as I understand, they kept the "chunk" based emission on NURBs surfaces, concept of "form" and "modifier" nodes, deformation vectors, method for hair filler...
Probably most interesting is "KH3 Curve Interpolate Between NURBs Surfaces JF.2.2". That's a form creation node which does cubic interpolation between multiple NURBs surfaces. That's how author describes it: "The easiest case to describe it's use is for a Mohawk. It very clearly and explicitly defines how a volume is to be filled with hair." And that's how my trial looks like:
Image

There is also "KH3_Follow_Curve_JF_Orientation", as name says, it respects orientation of curve. Also it makes sure to keep curves from "stepping on" each other, while with "standard" one, new input just overrides the previous one. Then, "KH3 Find Cut Point JF" which finds the exact intersection point of strand and geometry. Could be used for cutting the strands by geometry. And more...
I didn't had a chance to do a full test, some internal nodes belongs to higher SI version than mine. Let's say there is small chance that something *after* in ICE tree, works a bit different than "standard" kH stuff.


Mihail Dzhurev from Chaos Group is author of "_kH3 Strand Size In Absolute Units". Node is a mix of "kH Strand Size" and factory node for setting an absolute strand size. That is, this node should be "enough for all what you need", if you want strand size in SI units. It's not only for V-Ray, of course.


Other than that:

1: Big kH Follow NURBs has a new method to avoid sampling on unwanted side of hair parting line, I call it "extended inverse midpoint" :). I'd believe the only one default parameter, should serve nicely all the time, even on hairdos like you see in my avatar.
2: New modifier node, called "kH Loose Hair". It randomizes each strand position in local space, removes some segments, finally interpolates a new curve. Result is random shape, able to skip details of original, but still following the main shape. Here is for what is meant for:

Image

3: kH Follow Curve now respects orientation, in smaller extent than Jonah's version does. I've also added additional raycast to "kH Cut By Geo Volume" for exact cutting point. Honestly I wouldn't go with these improvements, but, when Jonah already did, I should too... :)
4: Other small improvements all around
5: From sctratch new system for sticking hair to mesh stripes - or - Syflex simulation on them, or any else deformation on stripes. It still requires a few forth - back steps. But doesn't rely on distance-based geo querry anymore, you'll need just one mesh. Few of accompanying utility nodes are able too, and...
6: full Syflex-on-mesh-to-strands setup, in "simulation_syflex_done.emdl".You'll need only to import model and start playing.
7: Updated Docs
8. HTML tutorial, from creating the base emitter, to Syfex setup.
9. new nodes are version 2.0, should load in ICE tree instead old ones, but won't overwrite them on HDD.
10. nasty disclaimer - kH31 stuff is free, but don't count on support, there is no warranty of any kind, so on.

Download kH31 compounds, samples, docs, tut

Good Luck !

Re: Kristinka Hair 3.0 released

Posted: 11 Jun 2012, 22:51
by talent103
Whoah!! This is awesome. Will take some time for me to process. :)