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Poser F.A.Q (Updated: 2019 Jan 31 1:28 pm)


 Subject: Mesh hair from Fibre hair Blender to Poser

infinity10 opened this issue on Jun 18, 2017 · 32 posts

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  infinity10    ( ) ( posted at 12:23PM Sun, 18 June 2017 

Lousy title for this post, but gives you an idea of what I am going to write about. So I found out that besides being capable of generating fibre hair, Blender 3D can also convert that into geometric mesh, and with a bit of editing, those strands can be made into flat strips and exported for use as hair geometry inside Poser.

I am just beginning to learn how to do this in Blender 2.78c. I am using Poser Pro 11.

Here is what the mesh looks like from various angles, as viewed with the Windows 10 View 3D app.

View 3D 19_6_2017 1_13_37 AM.png

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  infinity10    ( ) ( posted at 12:23PM Sun, 18 June 2017  · @4307818

View 3D 19_6_2017 1_13_28 AM.png

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  infinity10    ( ) ( posted at 12:24PM Sun, 18 June 2017  · @4307819

View 3D 19_6_2017 1_13_22 AM.png

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  infinity10    ( ) ( posted at 12:25PM Sun, 18 June 2017  · @4307820

I am now trying to work out a suitable shader set for Poser Pro 11, probably for the Cycles engine SuperFly, but no reason why a Firefly shader would not work either.

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  infinity10    ( ) ( posted at 11:07AM Mon, 19 June 2017  · @4307953

Here are my results for a different hair mesh originally generated as fibre hair, and converted into stripes of geometry for use in Poser:-

I used Blender 3D Particle Emitter Hair Option to generate fibre hair, then converted it into a geometric mesh, exported as OBJ, then positioned inside Poser Pro 11 as a 3D mesh hair prop. I found that I also needed a skull cap, so I generated a human figure using MakeHuman, edited the mesh in Shade3D (because it's faster for me to do it in this software), and exported the skullcap geometry as an OBJ file. I imported that into Poser Pro 11 and set it up as the skullcap to go with the hair prop. Figure Model is Andy PP11.

CombiHair03PSRx.png

(I have also repeated this information at my own gallery on deviantart)

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  infinity10    ( ) ( posted at 12:07PM Mon, 19 June 2017  · @4307968

And here is a partial WIP of the first hair mesh I showed earlier in this thread. I also flipped the geometry inside Blender 3D, to give myself more options.

CombiHair04PSRx.png

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  infinity10    ( ) ( posted at 12:08PM Mon, 19 June 2017  · @4307969

So as you can see, I am not using long tubes of fibre mesh hair, but rather flat strips of geometry.

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  infinity10    ( ) ( posted at 12:20PM Tue, 20 June 2017 · edited on 12:21PM Tue, 20 June 2017 · @4308057

I have started working on creating a procedural shader for the hair geometry, for use in Poser Pro 11 with the SuperFly renderer. Here is the Poser SuperFly rendered version of what I have put togerth - it isn't finished yet !! On the left is the render using my procedurally-generated shader, and on the right, is the outline of the mesh showing that the shader creates the illusion of hair strands on strips of the hair geometry. I wish to point out that my hair mesh was generated using Blender 3D's Particle Emitter system - Hair Option, then converted into a geometry mesh, then edited to create strips of hair. I am not simply using the fibre strands as strand hair. More on my shader later. (The blue part is the skullcap which I extracted from a MakeHuman figure I generated. I will create a shader for the skullcap later)

collageshaderwipX.jpg

I have cross-posted this to my own gallery at DeviantArt.

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  ironsoul    ( ) ( posted at 12:56AM Wed, 21 June 2017  · @4308118

Is the UV usable at all? Could it be used to drive root and tip colour or maybe you have already a way to do this procedurally.



  bagginsbill    ( ) ( posted at 10:38AM Wed, 21 June 2017 · edited on 10:42AM Wed, 21 June 2017 · @4308146

This is interesting. I already have published a superfly hair shader that makes procedural strands with lots of auto-coloring options, or it can use a color map texture.

Either way, though, it relies on UV mapping, assumes the UV mapping on the strands is unidirectional, and that there is a transparency map for the hair prop that is not procedural, but fixed. The fixed trans map is something we could change, but it's not much of a problem IMO.

So - if you could get those strips to be UV mapped into vertical stripes on the virtual UV space, you could almost directly use the shader I made.

Here's a link into middle of the thread about SF hair

Once you get there, scroll down to the post where I say "OK here it is"


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  bagginsbill    ( ) ( posted at 10:45AM Wed, 21 June 2017 · edited on 10:46AM Wed, 21 June 2017 · @4308147

Some samples from the procedural shader:

image.png

image.png

image.png

image.png


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  bagginsbill    ( ) ( posted at 10:49AM Wed, 21 June 2017 · edited on 10:55AM Wed, 21 June 2017 · @4308149

On page 11, vilters showed how he added a procedural transparency map, thus removing any need for texture maps.


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  infinity10    ( ) ( posted at 12:11PM Thu, 22 June 2017 · edited on 12:15PM Thu, 22 June 2017 · @4308230

Thank you so much for adding your comments to this post, @bagginsbill !
I shall study the shaders you devised and try to work them on the mesh. Very grateful.

@ironsoul - Yes, the UVs are strips, not fibres.

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  infinity10    ( ) ( posted at 12:12PM Thu, 22 June 2017  · @4308231

And of course I tested using toon-style rendering setup:-

hair04_M3BishonenFULL.png

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  infinity10    ( ) ( posted at 12:38PM Sat, 24 June 2017 · edited on 12:39PM Sat, 24 June 2017 · @4308420

OK. Here is a SuperFly low-resolution render of my Blender hair using BB's Hair python with SnarlyGribbly's EZskin3. Please note this is a very coarse test render. I have to adjust quite a number of things, including the subdivision of the scalp part.

BBshaderSuperFly.png

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  infinity10    ( ) ( posted at 12:41PM Sat, 24 June 2017  · @4308423

Note that the BB Hair Superfly shader works through the Poser Surface Node.

Meanwhile, here is my WIP for my own Cycles Surface shader for my Blender hair. I need to work more shine or gloss into the node structure.

CyclesHairShader.jpg

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  infinity10    ( ) ( posted at 12:49PM Sat, 24 June 2017 · edited on 12:53PM Sat, 24 June 2017 · @4308426

The various options in the Wave Texture node should be modified to match the geometry scale, while the rotation option of the Mapping node should be adjusted to suit the UV mapping of the hair strips.

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  infinity10    ( ) ( posted at 5:52AM Sun, 25 June 2017  · @4308491

I have spent the last 2 hours attempting to render the hair mesh with the BB Superfly hair shader at higher resolution, but unfortunately, Poser crashes all the time. I am using a GTX 1080 nVidia graphics card, Intel Core i7-6700. with 32GB RAM. I don't know what's happening, but I am sorry I cannot show a better resolution render using SuperFly and the BB hair shader.

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  infinity10    ( ) ( posted at 12:37PM Mon, 26 June 2017  · @4308592

Some adjustments. I am now using the Physical Surface base node instead of the Cycles Surface. I had to adjust the nodes and settings to suit the Physical Surface. Here is what I got so far:

PBRshaders.png

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  infinity10    ( ) ( posted at 12:34PM Fri, 30 June 2017 · edited on 12:36PM Fri, 30 June 2017 · @4308853

Here is some render test of the hair (image uploaded to my Renderosity Gallery):-

https://www.renderosity.com/mod/gallery/?image_id=2755399

The JPEG compression has made the transparency very blurry in this version of image. For higher resolution version, please see it in my DeviantArt Gallery : http://fav.me/dbel507

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  infinity10    ( ) ( posted at 12:25PM Sat, 01 July 2017 · edited on 12:26PM Sat, 01 July 2017 · @4308932

Yesterday, I created a fringe and added the fringe to the hair - it is now a composite of 6 props inside Poser, including a scalp and the fringe. Here are views showing the geometry and the rendered version. I am using Physical Surface base node for the hair props. It appears that Renderosity web server i unable toaccept my images at this time (same thing over at my Gallery). I will update again some other time.

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  infinity10    ( ) ( posted at 10:17AM Mon, 03 July 2017  · @4309083

I hope I can upload images now.

Here is the progress on hair creation from Blender 3D.

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  infinity10    ( ) ( posted at 10:19AM Mon, 03 July 2017 · edited on 10:19AM Mon, 03 July 2017 · @4309084

Fringe from hair generated using Blender 3D's particle emitter, converting the strand hair into mesh geometry, then modifying the geometry into stiprs of hair. I used Physcial Surface node inside Poser Pro 11 to get the fake strand texturing for the hair geometry.

WithFringe.png

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  infinity10    ( ) ( posted at 10:20AM Mon, 03 July 2017  · @4309085

To prove that these are fake fibre mesh hair, here is the wire view:-

WithFringeLineView.png

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  infinity10    ( ) ( posted at 10:23AM Mon, 03 July 2017  · @4309086

So I got curious and wondered: what if I made pseudo fibre mesh hair for use inside Poser ? I would generate the particle emitter hair, convert to geometric mesh, and do not edit into strands. Just import into Poser for rendering. Well, my result is that it takes too long to render and is not feasible practically. Well, I suppose if you LIKE to WAIT what seems like a decade to complete a render, you could technically use this solution. I think I have better things to do with any time I save rendering. So - not going to go down this route.

lorestwintails.jpg

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  infinity10    ( ) ( posted at 10:27AM Mon, 03 July 2017 · edited on 10:37AM Mon, 03 July 2017 · @4309087

So, I went back into Blender 3D and made a fresh set of twin tails but this time, I edited the mesh to become strands. After applying my fake fibre mesh hair shader inside Poser Pro 11, I found the hair geometry renders a LOT FASTER than the strands of my previous experiment. Here is the wire view:

lorestwintailsREDOb.jpg

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  infinity10    ( ) ( posted at 10:31AM Mon, 03 July 2017 · edited on 10:36AM Mon, 03 July 2017 · @4309088

After that, I tested it inside Dynamic Cloth Room in Poser. For the dynamic group, I removed the vertices at the side closest to the scalp (use wire view to be able to select all vertices). I adjusted the Dynamic Cloth Simulation settings so that the strands would seem to fly about. Again, I used my fake strand hair shader on Physical Surface base node. Here is my result (mid-resolution render):

ClothRoomTwinTail.png

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  infinity10    ( ) ( posted at 10:32AM Mon, 03 July 2017 · edited on 10:32AM Mon, 03 July 2017 · @4309089

The tail on the figure's LEFT is the one which I made into a dynamic cloth.

Here is another view with different lighting:

ClothRoomTwinTail3.png

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  infinity10    ( ) ( posted at 10:35AM Mon, 03 July 2017  · @4309091

It may be seen that I need to add more segments for the fibre mesh hair inside Blender 3D, so that I achieve a smoother conversion into geometric mesh hair when imported into Poser Pro 11. (I also created the fringe using Blender 3d and same technique)

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  infinity10    ( ) ( posted at 10:38AM Mon, 03 July 2017  · @4309092

infinity10 posted at 11:37PM Mon, 03 July 2017 - #4309084

Fringe from hair generated using Blender 3D's particle emitter, converting the strand hair into mesh geometry, then modifying the geometry into stiprs of hair.

typo - I meant Strips of Hair

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  infinity10    ( ) ( posted at 10:40AM Mon, 03 July 2017  · @4309093

I will write up my procedure at my deviantart website, in case anyone wants to try making hair the way I do.

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