1-We always start with the character design made here at SHED as a reference.
For the whole hair process we use a collection of in-house compounds that are derived from krinstinka ( http://www.matkovic.com/anto/kristinka-hair.html ) and Melena (http://opensource.nestanimation.com/melena.html ). We also recently added a few nodes fromTriggerfish animation studios ( http://www.triggerfishstudios.com/en/ ).
2 - We then look up on the internet for a real life reference
of what the hairdo could look like. This
is only as a reference to capture certain real life details. Since we are going for a Cartoonish look, we
are not aiming at reproducing the reference exactly. Of course a picture of a duckface girl is
always a plus.
3 - We proceed to create an emitter fitted to the head from
which we emit guide strands with Ice.
They get their shape from nurbs surfaces. Those guides are low in number (from 200 to
400), so it's easy to work with them to groom and later simulate and cache on disk. The idea is to get the shape of the hairstyle
and the length. The bright colors are
there to help see what's going on.
4 - Next, we clone theses strands, add an offset to their
position and apply a few Ice nodes to further the styling. These nodes generally include randomizing and
clumping amongst others. We now have
around 90 000 strands and it can go up to 200 000.
5 - Then we repeat the process with the eyelashes and the
eyebrows. During the whole process the
look is tweaked in a fast rendering
scene.
6 - Once happy with
the results, we copy the point clouds and emitters to the "render
model" where the point clouds will be awaiting an Icecache for the corresponding shot. We use Alembic to transfer
animation from rig to render model and the Ice emitters are "cage
deformed" to the alembic geometries because the hair styling is done too
late in the process to include theses emitter in the alembic export.
7 - Back to the Hair model we convert the guides
strands to mesh geometries. We apply
syflex cloth simulation operators to these geometries to get ready for shot simulation. We link the guide strands to the syflex mesh
so they inherit the simulation.
8 - Next comes shot by shot simulation and Ice caching of
the guides strands (hair, lashes, eyebrows and beard if necessary).
10 - Once we are happy with the look of the hair, the movement of the simulation AND most of all once we've resolved all the problems, we give the signal to the rendering department. The hair PointClouds are always automatically linked to the appropriate simulation cache for the current shot so all they have to do is "unhide" the corresponding object in their scene and voila !
Luc Girard, our hair artist, was interviewed by the guys at TD Survival on facebook. You can watch the video here:
























