Hi! Maybe someone can help me... So I tried to give this object some fur. I've never used Xgen Interactive Groom Splines before. When I try to render this (yes, the scene has enough light, everything else looks normal), the hair is just black. The material of the fur is the one XGen applies by default, I just changed the colors a little (which didn't solve my problem).

Hi everyone, I've been facing some issues with xgen hair which i'm hoping that I could get some help here on this forum.


I'm doing an animation project where xgen hair is involved. The problem I faced was that the rendered hair would pop and jitter around, as if the groom was re-evaluated every frame. 

It's really weird as this issue only happened on some of the shots, not all. 


I've attached a preview of the hair render: _8nUSjIhaMbptOWl_KfnyW7bDaqV76P/view?usp=sharing


I've done some googling and did some tests on this issue to find out that my problem was caused by having stacked modifiers that has noise applied on it.


I've read from this thread ( -shading-lighting-and/xgen-hair-jittering-in-batch-render/m-p/647...) saying that I could use the $Pref variable in our expressions as a possible solution, but I'm totally lost as to where and how do I use this.

Though I did see some posts here on the forum, I'm not too sure if it's the same issue. Sorry if someone has already asked the same questions. As I'm really new to xgen, I couldn't really figure out the solution even after reading the threads. 

I'm using maya 2018.2, using windows 10


Thanks very much for reading.

Cheers




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it's been a few years since it last came up for me but assuming they haven't broken everything you can use arnold to bake the native xgen fur down. it's orders of magnitude faster than converting to mesh and baking from that

I also wanted to add that the color card (orange color) is very similar to the combined one that we get in substance painter. Especially since you can switch and see for sure that there is roughness on the green channel. Perhaps the xgen signature near the textures is the actual baking in the substance painter. I will try, I will write the result.

hours? pretty much any bake is done in seconds these days. no idea how fast arnold bakes, but yes baking with maya can add hours. insane how slow the native baker is, but its single core and as old as time, so go figure :D

Baking AO etc. off a converted fur mesh isn't instant, neither is generating the mesh, exporting it or importing it into painter. 

every iteration requires that you do some or all of that - eg. you find you need the hairs to be thicker cos aliasing is breaking them up - thats a re-export . 


Here's what happened, it's a head test (because it's complete). In principle, it is similar to the pictures from above, but now I have to figure out how to paint them separately, maybe I will use some generators or curve masks in the painter itself to separate the hair from the body.

if you are a blender user, why do it with maya and xgen? i mean i have no experience with hair in blender. but xgen is old, discontinied and buggy as hell. if i was to learn blender for anything i'd probably start with grooming :D

All in all, I'd expect it to take shorter amount of time to brute force it this way and be done, compared to having to get familiar with unfamiliar systems. However if you aren't familiar with any of the bakers and you already are pretty fluent in maya, seems like the arnold way would make most sense. Or if you expected to be doing much more of this in future, then taking more time to learn the best solution makes sense, instead of doing it the simplest way.

hai, I am currently working on modelling animals, we added fur using xgen and use redshidt renderer. fur colour should be driven by the underneath mesh texture map.

after googling I found a tutorial in here =8raBYx1hdew

I model a hair style for a couple of hours, save it and also save a back up, the next day i reopen the scene and all the hair is gone. The collection is in the outliner but there is nothing in the viewport, even the xgen window is empty ready just to begin a new project.

I applied the xgen hair to an alembic object because the character that will have the hair is animated, so i cache out the hair base to an alembic file and then imported to apply tha hair. I prefered that to just wrap the hair base to the animated alembic figure and apply the hair to that.

Almost any Character Artist at one point has to deal with the hair creation, and discovering XGen can be a real game-changer for you in this area. So, in today's 80 Level Rating, we have selected a list of great YouTube tutorials that will help you get more confident when it comes to hair creation for characters and encourage you to get to know XGen by learning the fundamentals of working with the tool and creating your first grooms, or find out some new useful techniques that you can apply in your future works.

Next up is a cool tutorial made by J Hill, a professional Character Artist in the games industry. In the video, the author offers a step-by-step tutorial on how to create realistic CG hair using XGen. In this tutorial, you'll learn all the XGen fundamentals and see the detailed workflow of hair creation. The author teaches you not only how to create the hair, but also the brows and eyelashes, and reveals some useful techniques like the clumping technique and noise technique. J Hill explains everything in a very clear and concise way, so you can easily understand everything and incorporate the things he teaches in your workflow.

Here is one more brilliant tutorial on hair creation using XGen. The author of this video, Hadi Karimi, offers you an extensive two-hour-long tutorial explaining every little detail of his workflow. He shares the tips and tricks of how to create the hair for a character at a professional level of photorealism. The author thoroughly explains how to create long hair and even transition hair which helps the hairline look smoother and more realistic in the render.

This tutorial will suit those who are already acquainted with XGen. The author will show you a very simple way of using the tool for creating abstract hair, beard, and other types of hair in Maya. The video will also teach you how to set up a nice lighting system and a background using Arnold in Maya. But if you're a beginner in using XGen, you can start learning by watching the first part of the Maya XGen tutorial where the author introduces the basics of using the tool.

The author of the channel, Daryl Obert, offers you a comprehensive Maya XGen tutorial in three parts, the first two parts of which are dedicated to hair creation using the tool. In Part 1, you will get to know how to create long hair, and Part 2 will demonstrate the workflow behind short hair creation and fur. Daryl Obert and his co-host Michael Todd discuss every step of the workflow in detail, so both parts of the tutorial are packed with a number of great tips on using XGen.

In this tutorial, you'll see the detailed workflow behind the hair creation of Marvel's Natasha Romanoff. In this hour-long video, the artist demonstrates only the start of the hair groom for the character but he shows every little step of his working process. What he gets at the end of the video is not a final version of Black Widow's hair, so you might as well check out two more parts where the author demonstrates how he creates curly hair for the character. You can find the next two tutorials here and here.

If you'd like to create a character with realistic African hair, this tutorial might be of good use. The video is beginner-friendly as it includes the first steps of setting up an XGen project and covers important settings to consider. The author tells about basic steps and adjustments in a super clear way. Plus, this is probably the only tutorial that covers African hair creation.

In this tutorial, you'll learn how to create curly hair for your character. The video covers various tools needed for the creation of this type of hair including clumping, curl, noise, and more. The author provides a clear and thorough explanation making everything really easy to understand, no matter how difficult it is.

Again, if you don't want to make ordinary hair for your character, this tutorial is a great find. In this video, the author demonstrates a short breakdown of his artwork and then follows all the steps that are necessary to create dreadlocks: from concept to rendering. You'll see how to use modifiers and guides to drive the main shapes, how to convert them to interactive groom, and do the final edits.

These were our today's picks for the great tutorials on hair creation using XGen. Do you agree with our list? What channels would you have added here? Share your thoughts in the comments below and don't forget to join our new Reddit page, our new Telegram channel, follow us on Instagram and Twitter, where we are sharing breakdowns, the latest news, awesome artworks, and more.

This guide will show you how to set up a groom for import from Maya's legacy XGen hair creation system for importing into Unreal Engine with a set of supported attributes outlined in the Alembic for Grooms Specification documentation.


When creating the guide attributes for your groom, only the curves tagged as guide are used for simulation in Unreal Engine. If there are no guides specified in the Alembic file, a percentage of the interpolated hairs will be internally tagged as guides during the import process into UE4.

When importing a groom with no guides, the percentage of interpolated hairs that are tagged as guides can be set using the Groom Import Options. By default, only 10% of the number of hairs will be used as guides.

You can create guides and brush the hair as you like for your project. When ready, export the curves as an Alembic Cache by selecting Generate > Cache > Create New Cache. be457b7860

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