Just getting my feet wet with the dynamic hair modeler in Carrara 6 Pro. Handle modeled using 3 vertex objects in the vertex modeler. Hair is two groups confined to the outer row of polygons and the one big center one on the beige middle piece. TFV.
nice job, there some differences I want to point out I don't know if you care or not, but here it goes;
1. No soft shadows, and not very good lighting in general, that could be solved using HDRI as the source of light.
2. The tips are at an angle, some brushing can fix that, but there is no way as of yet to create split ends in the hair shader.
3. The hair shader, in the photo the hairs are translucent or SSS, either one will work, I don't know through if the hair shader has that option.
4. In the photo the object has a specular diffuse material, as far as I know carrara doesn't, but this could be solved using blurry reflections.
Join Date: 06.04.2006 Comments: 2622
How interesting. Nice work here and thanks for this example. I find it to be very informative. The lighting was not easy to reproduce so I think you did a good job of it without obsessing. On the subject of the hair Gat of course is right on. Some sort of translucense/sub surface scattering would go over well, but only in proper combination with soft shadows. Split ends are usually a nightmare but in this case they would be a godsend.
Generally I have been very impressed with the new hair feature, but I have noticed that it may need further development in allowing hairs of varying lengths to be easily presented with strands of different direction settings. Ends that split would also be nice and necessary for ultimate realism. Perhaps in the next version.
The tabletop seems to be with too much ambient in the material shader, minor as can be so no worries.
You are a brave man to take on real photographs. It is the best training possible so keep it up.
Join Date: 09.07.2007 Comments: 46
response to gat
A new version is forthcoming.
1. Soft shadows were used but didn't use a large enough light radius (should have used 3" rather than the default of 1"). HDRI WAS used - one of the defaults. A different image may have been better.
2. Should have used friz in the hair shader with scaling set all the way up to 1000 (this will be an improvement).
3. No transluscency, transparency, reflection are available in the hair shader. Good thing too, if they gave you the option to use fresnel edges or subsurface scattering on each hair, I think the render time may be about 1 year.
4. You're probably right about this one. I think the major modeling boo boo I made at the seem on the mid handle when using a filet is a much more major error. Unfortunately I can't 'fix' it without starting over. Oh well, this is just a test anyway.
Join Date: 07.02.2005 Comments: 1010
At some point when I'm feeling better I'll remark on the rest of the work you've posted. For now I'll just say you have tremendous talent and a good eye for arranging scenes. I look forward to seeing more of your work. :-)
Join Date: 12.21.2006 Comments: 667
krickerd I came up with a shader that has a nice glow to it, sort of like frozen ice when rendered with an hdri, I am going to sent you an email.