Look at my Hair: official thread [Commercial] RELEASED!
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yes the uv mapping does not transfer over
not sure if it was in studio or Carrara where I badl;y rigged it that it happened
would not want to try fitting a map to those polys though!
So, "officially", one plugin purchase denotes one install environment?
If I want it on both, I need to purchase a second license?
Sorry, I haven't purchased your previous works, so I was unaware of this fact.
At least I have 30 days to decide if I want to keep it then...
O.K., I don't expect any special treatment, so if I can only install on one PC, then I would like to "activate" my 64 bit box. I will delete the install on the 32 bit laptop.
I will email you the details, so you can rectify my situation.
Thank you for your prompt attention.
*EDIT:
***Sent you email to your account***
No, sorry if I couldn't explain myself. If you guys need a 2nd activation code for another computer, I'll provide it free of charge.
Daremok, I just emailed you back!
O.K. then, I won't uninstall the 32 bit version. Thank you for this, and for the clarification.
Good, I wanted it for testing on a low environment (It might not even work), and I spend 95% of my time on it opposed to my better workbox (uncomfortable chair compared to nice comfy chair with laptop on lap).
I await your email for my 64 bit activation then. Thanks again for your help, and support.
belovedalia:
How are you coming on your Anime Hair preset, and/or tutorial?
I am very interested in learning how you achieved this technique. Brilliant work.
*EDIT: Alessandro, got it. Thank you very much. I'm off to finish both installs, and testing. Thanks again!
Midnight Stories Lycan short and long fur presets are available at www.furrythings.com/presets/
I'd like to thank MS for making such a great figure!
I seem to be running into an error any time I try to render. The first couple of attempts I assumed it was just me not knowing what I was doing. But now there seems to be something more at work.
1. Start DAZ.
2. Insert standard Genesis figure.
3. Create Look at my Hair object.
4. Import from Studio
5. Load project. (Genesis - silk hair longer fringe from website)
6. Click preview hair to see that its there.
7. Export hair, accept defaults.
8. Close LAMH, return to Studio. Object present.
Attempt to render and get an "unable to render" message with no other information.
Error log shows:
WARNING: QGLShader::link: "Fragment shader(s) linked, vertex shader(s) linked.
"
WARNING: QGLShader::link: "Fragment shader(s) linked, vertex shader(s) linked.
"
WARNING: QGLShader::link: "Fragment shader(s) linked, vertex shader(s) linked.
"
WARNING: QGLShader::link: "Fragment shader(s) linked, vertex shader(s) linked.
"
WARNING: QGLShader::link: "Fragment shader(s) linked, vertex shader(s) linked.
"
WARNING: images\dzimagemgr.cpp(693): Empty path passed to DzImageMgr::findImage()
WARNING: images\dzimagemgr.cpp(693): Empty path passed to DzImageMgr::findImage()
Compiled C:/Users/Installer/AppData/Roaming/DAZ 3D/Studio4/shaders/brickyard/{6e3c80d3-33f2-44f7-8c55-1de242307487}/shader_Surface.sdl...
stdin: in function dz_curve_hair
stdin:64: WARNING: variable 'dPdv' should be declared as 'extern'
stdin:67: WARNING: variable 'N' should be declared as 'extern'
stdin:70: WARNING: variable 'P' should be declared as 'extern'
stdin:78: WARNING: variable 'v' should be declared as 'extern'
Compiled C:/Users/Installer/AppData/Roaming/DAZ 3D/Studio4/shaders/brickyard/{d35b54c0-df25-4e31-96e3-9b05d0c4806e}/shader_Surface.sdl...
stdin: in function dz_curve_hair
stdin:64: WARNING: variable 'dPdv' should be declared as 'extern'
stdin:67: WARNING: variable 'N' should be declared as 'extern'
stdin:70: WARNING: variable 'P' should be declared as 'extern'
stdin:78: WARNING: variable 'v' should be declared as 'extern'
Saved image: F:\DAZLibraries\DAZProjects\Test.duf.png
Rendering image
Compiled C:/Users/Installer/AppData/Roaming/DAZ 3D/Studio4/shaders/brickyard/{210de364-33ca-414b-a889-fb551224d57a}/shader_Surface.sdl...
Total Rendering Time: 3.47 seconds
Any ideas?
@Legionair: I get the same issue (and same error messages) - I've sent some debugging/crash info to Alessandro, just waiting for timezones to catch up ;-).
I just read higher in the thread that you should NOT close LAMH before rendering - try that?
I also found slightly more success if I saved the the scene first before Rendering - try that?
Also, the test advice I was given was to try making a furry Sphere primitive, and see if that makes any difference?
Stay tuned... (^_^)n
LAMH needs to be running in order for renders to function.
Kendall
Hey Kendall, how does it communicate with the other components? does it use network sockets? would an aggressive firewall affect it?
Okay, that was it. As long as it is still open in the background, it will work.
I guess that means no more render to RIB?
Hey Kendall, how does it communicate with the other components? does it use network sockets? would an aggressive firewall affect it?
Firewalls do not affect LAMH to DS. The communication is completely plugin driven. I am working on making the renders happen without
having the LAMH interface open, I think everyone will be pleased.
Alex and I are not sitting still. We will be updating LAMH on a regular basis, and adding new tools, features, and even user requests.
Give us your thoughts.
Kendall
Oh, I constantly use RIB rendering. Don't despair, LAMH will get even better as the days go by. :-)
EDIT: There are already new toys on the way.
Kendall
There should be the link in the Readme, but in any case you can grab it here: http://www.furrythings.com/LAMH.Manual.1.0.pdf
Be sure to check out also the Presets page at http://www.furrythings.com/presets
WOW.........I wish every plug-in and/or purchase I've made from Daz were as well documented as this is! Super fantastic job AM, and the price......I am jumping for joy, thank you, thank you, thank you.......and BTW I personally think the price is so reasonable that if I want to have this plug-in available on another system I will be more than happy to purchase another copy!
Merry Christmas to all!
how should we go about saving the LAMH group within a scene in Studio? when I saved a scene and reopened it the figure had no hair, the hair group was in the scene list, but no hair... good thing I saved it has a preset with in the plugin.
I guess exporting as obj instead of renderman curves would fix this.. I need to keep playing with it.
mean while, I found shadow bias to make the biggest difference in how hair looks.
For the moment, you will need to save as a preset and add it onto the figure when needed. Duf encapsulation is VERY close.
Kendall
WOW.........I wish every plug-in and/or purchase I've made from Daz were as well documented as this is! Super fantastic job AM, and the price......I am jumping for joy, thank you, thank you, thank you.......and BTW I personally think the price is so reasonable that if I want to have this plug-in available on another system I will be more than happy to purchase another copy!
Merry Christmas to all!
Thank you very much for your kind words, really appreciated. :)
Thank you. I will bare that in mind.
I was hoping different poses exported as obj could be used as morph targets on an obj for animation but unfortunately it seems the vertex count changes
I'll check on that, because the vertex count shouldn't be suposed to change.
I have a feeling I'm doing something wrong here.
It is exported at 12000 hair quality and it is still too thin. I didn't touch density maps.
Hi Kattey, average human count is 120000, so you might want to try with that count. Also, if you feel hair are still to thin, you may increase root and width in the material setup window.
whoa.. bad hair day..
I'll check on that, because the vertex count shouldn't be suposed to change.
I reposed Genesis and synced it
re-exporting then deleted genesis and exported wavefront obj
un-did delete and reposed again and once more synced the hair
then repeated creating 3 wavefront obj models
but none can be used as morph targets for the others, morph loader fails saying vertex count does not match.
maybe there is another way to do this?
Thanks for the clarification, that might help other users.
Is that absolutely necessary? I dislike having vanity folders in my documents folder and kill them as much as possible. I know Infinito had the same limitation, but I was hoping it had been adjusted to handle whatever paths DS was set to use. Not a deal-breaker, of course.
I wouldn't say it's an issue of the computer not being powerful enough. Would you mind sending me your logfile.txt ? (It's in Documents/DAZ 3D/Studio/lookatmyhairAM/ folder)
I unfortunately gets the same render crashing issue ( and log is identitcal )...
sort of getting the hang of this, I think it might be easier if I created mulitple folicle groups, instead of just the one..
Hi Kattey, average human count is 120000, so you might want to try with that count. Also, if you feel hair are still to thin, you may increase root and width in the material setup window.
Ok, I'll try this, thanks.
Aside of surfaces in DS core room itself, I don't see material setup window. I know it should be there, because the manual mentions it but I don't see where it is.
Out of curiosity, what sort of render times people have with that hair and under which lighting?
I wouldn't say it's an issue of the computer not being powerful enough. Would you mind sending me your logfile.txt ? (It's in Documents/DAZ 3D/Studio/lookatmyhairAM/ folder)
I unfortunately gets the same render crashing issue ( and log is identitcal )...
Be sure that LAMH is not closed when you render...
whoa.. bad hair day..
I wanted to create swept-up hair like that one