Hair Strand Designer - Best Workflow practice.
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- čas přidán 11. 09. 2024
- Hair Strand Designer was built with simple strands in mind, but a time went by and the demands from you amazing users grew, the performance got hit hard. I've put in place this workflow to help you get the most out of it and using the optimization feature when you can will help ease the pain.
Hair Strand Designer is a standalone tool for PC only and can be found here: app.gumroad.co...
Some subtitles need completed after 4 minutes in (takes some time to do)
Thanks!
Robert
Amazing tool...
Thanks! Now I'm trying the tool
Great tool. Thank You!!!
Great tool! I just bought it but I cant figure out which map I should use as Roughness map...
A mix of depth and frizz is a good idea
It would be super If you could make a showcase in different 3d programs (Blender, UE ...) where to connect theese maps
I don't know all things like this. Only marmoset and unreal. You won't always need every map. It just depends on the shader you want to use or create.
please, insert options to add highlighter points on the strands
Why not make use of the ID map for this in your final shader / processing.
is it possible to clump hairs in the bottom
Per set, you use tapering, you can overlap sets
@@Polytricity thanks will do that love the software though worth the purchase looking forward to the further updates
can you work on the tapering having its own path curve would help greatly thanks
@@simonthedigger99 I want to introduce curves into everything eventually, but it's a big rewrite job when I have my time back again, unfortunately I got myself locked into some major client work for the next year or so.
@@Polytricity take your time man gl with your work
Is there an undo feature?
No unfortunately but I will implement it soon.
@@Polytricity Nice. I'm trying it out now and it looks pretty good. I think having an input slider with an algorithm that handles fly aways would be nice rather than superimposing two cards on top of one another. Also, I noticed that someone had been asking for the parameters to be "per card" rather than affecting everything. I think these changes, along with a performance pass and moderate UI overhaul would really make this tops. Great work thus far though. Beats having to render out strands in ZBrush.