Couple of questions before buying Ornatrix License

 
 
 
Posted by:birdiesama
Data created:26 August 2017
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Hello,

I am a bit tight on schedule and sleepless, so I am very sorry if the questions has been answered before. Before I buy Ornatrix License I would like to ask if ornatrix can achieve what the client demanded from me.

The client will send me a guide curves for hair/fur to to simulate. I have to simulate those curves and send them back as alembic cache and these curves must not be modified (as in different number of cv, span, name, hierarchy, etc. ).

I tried the demo, and the only thing I could do is to use 'guide from curves' to create hair and do the simulation. I could not figure out how to attach those curve to polygon ( e.g. hair curves to head sculp ) or converting simulated hair animation back to curve to export as alembic for my client. A brief guide would be very appricated so I can try it on the demo real quick before buying the license.

I attached an example of what my client will sent to me.

Thank you,

Best,

Bird

Hello Bird, thank you for considering Ornatrix. 

"The client will send me a guide curves for hair/fur to to simulate. I have to simulate those curves and send them back as alembic cache and these curves must not be modified (as in different number of cv, span, name, hierarchy, etc. )."

Ornatrix allows you to convert curves to Ox guides to be simulated using our Ox Dynamics operator and then export and Alembic File of the simulation using our Alembic exporter. We have a video about our exporter HERE. When using HairFromCurves you can choose the amount of curve points to match the source cuves. Finally, you can export the simulated guides as curves using the CurvesFromStrands operator.

"I tried the demo, and the only thing I could do is to use 'guide from curves' to create hair and do the simulation. I could not figure out how to attach those curve to polygon ( e.g. hair curves to head sculp ) or converting simulated hair animation back to curve to export as alembic for my client."

To "attach" the curves to the scalp you have to ground the strands using the GroundStrands operator. We talk about this in several of our videos but you can see it HERE and HERE and also in our documentation HERE. Basically, in the GroundStrand operator (Which will be added automatically to the hair stack when using HairFromGuides), click Set Distribution Mesh, then click on the scalp and click Ground Strands.

I'm attaching a sample scene ready for you to test. Let me know if that helps.

 

P.S: I can't see your attached example. Can you upload it again?


Attached Files:

>Dynamics_Curves_Export.mb (12224 bytes),

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Actually our Alembic Exporter only allows to export cache data from guides. Maybe you can do it using Maya exporter.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you very much for the reply Jeordanis, I will play around with the demo somemore with your sample file while looking through your reply in detail. In a mean while, here is the file that I somehow unsuccessfully upload:


Attached Files:

>toOrnatrix.ma (12972819 bytes),

Hello again, 

After playing around a bit more I want to try to group hair into multiple clump( just like this video guide here: https://www.youtube.com/watch?v=8GqaYb5oR-w ). The problem is it is very difficult for me to assign group to each clump when I can't distinguish between the assigned  clump and unassigned clump, and especially which clump is assigned to which group. Am I doing something wrong here? I am sure there is a better solution than this. Thank you.

test1


Attached Files:
Image 1

Hi, hopefully this will be my last question before I buy the license. If I want the base of the hair to be stiff while the tip to be soft, can I achieve that with Ornatrix? With nHair I can achieve this by setting start curve attract and modify its graph:

Thank you.

 


Attached Files:
Image 1

Hello Bird,

"After playing around a bit more I want to try to group hair into multiple clump( just like this video guide here: https://www.youtube.com/watch?v=8GqaYb5oR-w ). The problem is it is very difficult for me to assign group to each clump when I can't distinguish between the assigned  clump and unassigned clump, and especially which clump is assigned to which group. Am I doing something wrong here? I am sure there is a better solution than this. Thank you."

You can't see the strand groups/IDs because those are only visible in Viewport 2.0, you are using Legacy Viewport. You should see each strand group represented by a different color.  Btw, instead of using the strand groups channel, I suggest that you create a new guide channel called "Parting" or something like that, then create your groups there. This way you have a channel dedicated to parting only and is all more organized. Just a suggestion.

 

"If I want the base of the hair to be stiff while the tip to be soft, can I achieve that with Ornatrix? With nHair I can achieve this by setting start curve attract and modify its graph:"

If I understand correctly, in the video you linked you can see how Marsel used the Group Holder Grid Position parameter to achieve what you described. Am I right?

 

 

 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hello again Jeordanis,

Yes I am talking about the hair simulation.

About the 'Group Holder Grid Position parameter' if I understand correctly it allows the tip of the hair group to move freely individually which is not what I am looking for. I want the hair to move together as a group from base to tip ( I need a pointy hair tip ) but dynamically softer around the tip area.

Oh I see... We don't have this feature at the moment. But we might include it in future versions of the Dynamics node.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

I see, that's unfortunate. However I still really like Ornatrix simulation.

I tried to use force field for the simulation and I noticed that the 'lift' parameter is missing. Is it locked for the full version? If so, are there any more dynamic options locked for the full version? I am a bit excited if that is the case.



Also when I simulate the hair, every hair clump though separated into different group move too much together. Is there a way to offset their movement so that the hair clump move a little more separately?

Thank you, after this I should be able to make my decision. Sorry if I ask too many questions and thank you very much for the reply Jeordanis :D.


Attached Files:
Image 1

"I see, that's unfortunate. However I still really like Ornatrix simulation."

Don't worry, a better operator for simulation called Moov is in development, we are trying to take hair, fur and feather simulation to another level.

 

"I tried to use force field for the simulation and I noticed that the 'lift' parameter is missing. Is it locked for the full version? If so, are there any more dynamic options locked for the full version? I am a bit excited if that is the case."

Actually "Lift", "Drag", and "Density" parameters were removed because they don't proved to have any effect in our tests. However, we just added the parameters again for the new nightly build, they will be located in the "extra parameters" sections for now. 

 

"Also when I simulate the hair, every hair clump though separated into different group move too much together. Is there a way to offset their movement so that the hair clump move a little more separately?"


Tryin playing with the Stiffness and Spacing Offset. 

 

Thank you, after this I should be able to make my decision. Sorry if I ask too many questions and thank you very much for the reply Jeordanis :D.

No problem at all, please ask all you need, is better if you take an informed decision. Also, we are constantly improving Ornatrix and adding new features, any feedback and suggestion is always welcomed for us.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Btw, Have you been able to export the Alembic Cache of the animated curves using Maya's default exporter? I just tried and it's working perfect. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Sorry, I haven't try that yet. I will give you an update when I have an opportunity to do so.

I am about to buy the license, does the maya license work the same way as 3D max license? Meaning I can use Reset License link on the licensing page to release the hardware lock if I move to another workstation?

Also for now I will buy the license and install it on my personal computer at home to do R&D. I know that it is possible to ask for an additional Ornatrix hardware lock for 3Dmax, is it the same for maya license?

Thank you.

"I am about to buy the license, does the maya license work the same way as 3D max license? Meaning I can use Reset License link on the licensing page to release the hardware lock if I move to another workstation?"

Yes!

 

"Also for now I will buy the license and install it on my personal computer at home to do R&D. I know that it is possible to ask for an additional Ornatrix hardware lock for 3Dmax, is it the same for maya license?"

Please email to Marsel directly for more clarification about this: marsel.khadiyev@ephere.com 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you Jeordanis, I will ask Marsel for futher information.

And I am very excited to say that I have finally purchased a license!

BTW Jeordanis, is there a document which explain what each parameter in the dynamic node does? Like maximum velocity, lattice count, etc. The document on the site doesn't go into details about Ornatrix dynamic.

Thanks for buying! Don't hesitate to ask us anything or report any problem you might find.  

I see, the documentation of our Dynamics node is incomplete. I'll fix that. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

In the meantime you can take a look into Lucid documentation. Our plugin Lucid is basically the same as the Dynamics node in Maya.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Nice! I will check it out right away. Thanks Jeordanis!

Hello again.

I tried to export my simulated curve with the method you mentioned earlier with curves from strands mode. However it seems that the ground srands node is no longer working. I need to export the curve which attached to the skin. How can I do that? Thanks.


Attached Files:
Image 1

You should ground strand inmediatelly after GuidesFromCurves or ANY editing. Try using the Dynamics node on top of GroundStrands. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hello again, 2 things:

1. It still doesn't work.

2. When I have Dynamic Node after the ground strand when I tried to use 'collide with surface' the dynamic became a bit wierd and some hair started to flicker.


Attached Files:
Image 1

Sorry for the delay. Can I have your scene for testing? The Ground Strands node should be working fine, I can try to improve the simulation too. If possible, you ca ln send the wcene to: jeordanis.f@ephere.com. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hello Jeordanis,

Sorry for disappearing for quite a while. My work is confidential so I can not send the scene over. Since my deadline was close I decided to not visit the forum and tried to finish the shot with ornatrix with the best of my ability. Facing a lot of technical difficulties, I will try my best to describe the problems which I hope will be helpful to the developers.

I will start with my set up :

So I started off with a guide curve from client, I convert them to ornatrix guide by select the curves then 'add hair'. To simulate I apply a 'dynamic node' on top of 'ground stand node'. Lastly, before applying 'curve from strands node' I use 'animation cache node' to convert simulation into cache.

 


The first problem I noticed is that the order of the curve I selected to convert into ornatrix guide and the order of curve generated from 'Curves From Strands Node' is different. Meaning I cannot apply the animation from ornatrix simulation back to client's guide curve even if the number of span is the same.

 

Now the Dynamic node :


Self collision :

When I put 'dynamic node' on top of 'ground stands node', when I turn on self collision the simulation gets weird. In the picture above, the character only move from T-Pose to shot pose which is nothing extreme and the simulation is apparently got very weird. However, sometimes when I have 'dynamic node' under 'ground stands node' the simulation tends to get a little bit more stable.

I will leave with the 2 issues for now, when I have time I will try to make another pose. Thanks.

ps. If you don't mind can you give some introductory explaination of the node 'Moov' which is in development? What can we expect from this new simulation node? I am very, very curious as a simulation artist.


Attached Files:
Image 1Image 2

Hi Bird,


"The first problem I noticed is that the order of the curve I selected to convert into ornatrix guide and the order of curve generated from 'Curves From Strands Node' is different. Meaning I cannot apply the animation from ornatrix simulation back to client's guide curve even if the number of span is the same."

This is to be expected. CurvesFromStrand will generate a different set of curves with the animation on it, the animation will be applied to the Ox generated curves, not the source curves, this is how it works. In my first two messages I explained the workflow to exported the curves and animation generated by Ox, I didn't described a way to import the animation into the source curves, sorry If I confused you there. I expect that you where going to use the resultant Ox animated curves with the same amount of points for the final results. 

About the Dynamics node. Is very difficult to advice you if I cannot look into the scene. Now that I think about it, the GroundStrands node is only needed if you are going to generate hair from those guides, which you are not going to do, you don't need it. This node affect the rotation of the guides, better don't use it on this case. Another cause of the issue can be something in the PushAwayFromSurface node, but is difficult to say without looking into the scece. To make the simulation a little bit more stable at the roots try playing with the Holder Particle Position parameter. This will move the initial particle at the roots, maybe this can help. 

I'll see if Marsel can give you more information and details about Moov.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

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