From a competitive standpoint, adding at least one new feature makes sense. The competing apps out there, one in particular which I just purchased, are improving by leaps and bounds. It’s less expensive, easier to fit into a pipeline, does nearly everything ZB can plus a few things it can’t, gives artists what a lot of them have been wishing for, and can now be found in more than a few studios. This is where being contrary for the sake of being contrary can hurt Pixologic if they’re not careful. As popular as they are, the market is fickle and the winds of fortune can change literally overnight, as do standards from time to time.
I too remember when nobody took ZB seriously, and the most common word tossed around back then was indeed “toy”. Version 2.0 changed all that, primarily because Pixologic decided to make it more useful and pipeline friendly. My impression of ZB today is that they’re trying to go back to their roots, when ZB was merely a standalone painting program for illustrative use. I’m not saying this is a bad thing, but it does show how they are trying to balance the needs of two different types of user. The problem with walking a tight rope is that it’s possible to tilt too much to one side or the other, or fall of the rope completely (heaven forbid), and this is only going to become more challenging in the years ahead as competition heats up.
There was a minor bug with the new noise maker option that needed fixing, and I’m betting this is where FiberMesh came into the picture. Might as well if you’re already tweaking that bit of code. Someone else said this new feature looks as if it’s just a more advanced version of noise, and from watching the video I’m inclined to agree. I have no doubt hair will be just like any other polymesh. You’ll be able to experiment with different styles, append it as a subtool, save it for use on other sculptures, create insert brushes with it, and so on. Since ZB can’t generate vector displacement maps, exporting FiberMesh generated hair will probably be the same as with any other dense polymesh. Decimation will be a necessity, and someone already posted a picture to that effect. I suppose normal maps and displacement maps might be possible, but only if the hair isn’t too long and doesn’t curve.
FiberMesh is clearly not a hair simulator like in most other 3D apps. It’s simply a quick and easy way to add hair/fur/vegetation, great for those who use ZB for illustrative purposes and conceptual design. I don’t think anyone will argue that even if it doesn’t end up being very useful in an animation pipeline, ZB still needs this ability and has for a long time now. Personally I think it’s great that it’s finally been added and can’t wait to see what others do with it. The one thing I’ve been left wondering about is the polymesh of a fruit, which replaces those flat, square, FiberMesh generated stand-ins at the end. It looks as if some kind of instancing is going on, but since the video skips over the details of how it was done, it’s hard to say for sure.
@ Bas Mazur: Comparing apples and bananas? That’s a pretty good analogy, and as you said they taste different. That doesn’t mean they can’t work together synergistically though. Sometimes the result is harmonious, sometimes it’s not. What happens when you have pineapple, strawberries, bananas, chocolate, and vanilla ice cream? You have a fantastic pipeline for animation lol! Which would you prefer to add to that, whip cream or a brick of limburger cheese? :lol: