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....using UHT2 seems to work pretty well I just have to use the maximum opacity setting.
Window>Workspace>Update and Merge Menus. Though most of the dForce features are not in the Create menu.
I was surprised that the deRoca hair worked, I thought the geometry would be converted and embedded (which is why my original reply specified items that already existed as assets). Note that any AutoFitting, or editing of grouping, will create "new" geometry which will be embedded in the file, rather than being an external reference, and that could not be shared. As long as you parent the hair without conversion (for use on figures other than the original), and don't chnage the geometry or rigging, the saved Wearables presets should be safe to share.
Thanks Richard, I'll give that a go.
Edit; and it worked, ty again.
With the current hair sale going on I thought I'd take a chance on some of the older hair and bought some to experiment on with dForce. So far so good! :)
Here's Adaja Hair weight mapped and dForced.
After weight mapping, some of the strands kept coming out when trying to sim, so I used grinch's technique and fixed the stray strands (thanks, grinch2901).
That's the hair's default shader and texture, I'm going to see if I can give the hair a bit more realism with one of the newer Iray hair shaders. :) But so far I think it sims really nicely! It's a lot of fun converting these older hair into dForce hair! :)
Here's the hair using grinch's idea of adding a geoshell and copying the hair's mats onto the geoshell.
I set the geoshell to 25%.
I like the geoshell technique - I think it adds little more thickness and I think improves the look of the hair after it's been dForced (that needs to be a word lol).
Okay, will have to remember that. I *think* I used autofit for the hair - was showing the G2F option iirc - so other people will have to see if the .duf works or not
Not my idea... it was @grinch2901 who mentioned it first. I only said that I'd use a negative setting for the geoshell, so it goes under and not above the original texture.
Ohh! Oops! :) I'll edit my post. Thanks for the heads up!
This works great! Thank you so much! :D
I lowered the dynamic strength a little bit and added a different shader to the hair.
Thank you for sharing your work with us! :) That was really nice of you!
Nice work Diva!
Anyone know of a way to freeze the dforce hair after it is draped? I know with dynamics you can freeze simulation and it creates a morph for the final shape and it can be parented and moved around. Any control like this for dforce hair?
Diva: great work, looks really good.
FSMCDesigns: under the paramaters tan there is an option to freeze simulation but it seems to just make it not sim, it doesn’t make a morph out of it as far as I can tell. Probably have to export and use morph loader to make a morph. If anyone knows an easier way to do it, I’d love to know too.
Well, with so many people trying out things I hoped to start a trend... dForce settings for old hair database, y'know... seems a bit weird if we all would have to re-invent the wheel again and again and again when it seems to be so easy to share the results.
So you just saved it as a wearable preset and that's all? Then it's shareable? Or does something else need to be done? And will it work if my hair content isn't in the default Library? I have my content set up a bit different and spread across three different hard drives. lol I've not packaged up a wearable preset before, so I'm not sure what's all involved. I'd like to share my own dForce weight mapping on the older hair if it's not too complicated to package. :)
@FSMCDesigns @grinch2901 Thank you, guys! :D That's nice of you to say! Hopefully I can figure out how to share the weight maps I'm working on for some of the older hair.
Then I'm even mor surprised it worked. Check the .duf file in a text editor, looking for a geometry_library block http://docs.daz3d.com/doku.php/public/dson_spec/object_definitions/daz/start
Wow, lots of imaginative, out of the box solutions here - anxious to put these to use - thanks so much.
No mention of geometry_library in the .duf.
But this part of the .duf makes me wonder of I really autofitted it...
"scene" : {
"nodes" : [
{
"id" : "DeRoca_V4_40016-1",
"url" : "#DeRoca_V4_40016",
"name" : "DeRoca_V4_40016",
"label" : "DeRoca_V4 (2)",
"parent" : "name://@selection/head:",
"geometries" : [
{
"id" : "DeRoca_V4",
"url" : "/data/auto_adapted/DeRoca_V4_40016/geometry_2510302e_e848_aa73_07b8_04fb8c64f359/DeRoca_V4.dsf#DeRoca_V4",
"name" : "DeRoca_V4_40016",
"label" : "DeRoca Hair",
"type" : "polygon_mesh",
"legacy_source_info" : {
"location" : "/Runtime/Geometries/SWAM_1a/2010_DeRoca/DeRoca_V4.obj",
... (cut some lines here that didn't look important)
"extra" : [
{
"type" : "studio/element_data/geom_source_file_data",
"source_file" : "/Runtime/Geometries/SWAM_1a/2010_DeRoca/DeRoca_V4.obj",
"geometry_changed" : false,
"group" : ""
},
I tried to remember how all went, and I *think* the autofit menu showed up. I chose "G2F" as "V4" or "Genesis" weren't offered and "Hair; shoulder long". After that, the hair set in about the proper position but it wasn't parented (!). I then parented it to G3F's head and noticed after dForcing, that the head's skin showed at some spots, so I moved and resized the hair a bit until those spots were gone. DForced again and saved the material preset.
The next time I manage to get some hair working; I'll try out both options - with and without using autofit.
Well in my case the De Roca hair's geometry and texture files were sitting right there, where DIM had saved them - in the runtime/geometries and runtime/textures folders... or rather in the PA's folder structure, that got imposed when it was installed. /runtime/textures/swam/deroca/xxx.jpg for the textures and /Runtime/Geometries/SWAM_1a/2010_DeRoca/DeRoca_V4.obj for the .obj files.
So I guess (!) everything should be okay, if the different libraries on your different HDs still use the basic subfolder structure with a runtime folder and texture and geometries folders in that.
I would also *guess* that most people don't mess with these folders too much, as that would mean loading the hair or texture probably would produce an error message, unless one has heavily edited the files used for loading them and setting up any user changed folder paths.
So in the end it depends a) on your setup and how far it deviates from a "normal" setup and b) the ability of the person trying to use the .duf (material setting) you deliver to change a couple lines of code to make them point to the place where this person has those directories stored...
Did you use the .duf I uploaded? Did you encounter any error messages, when you loaded it on "your" De Roca hair? If not, I guess (!) the directiory structure used should be about the same
I do get an error message:
But the hair and weight map and everything seems to load fine anyway.
I'll try and package up and share one of my weight maps and see if you guys can use it without any problems. Hopefully, my odd file system won't muck things up. lol
In the interests of furthering the experimentation, I took a hair I think everyone owns (Toulouse Hair for G3F - which I know I never bought and don't even see as for sale -so it must be part of the basic content) and added a weight map to it. I've been experimenting with using a gradiant map because my earlier experiments showed that blue in the weight map pretty much froze things so if I created a gradiant map going up (i.e. blue at the top, fading down to red at the bottom) all I need to do is deepen the red for the lower bits and it pretty much does a great job locking all the strands down. Makes the painting part a lot faster. So I did that for the toulouse hair (see the gradiant map I created below). To do this, all you need to do while in paint mode is right click, selctect "Brush Mode -> Directional Gradient" and then a couple of little discs appear. Move one to the top, the other to the bottom of the hair and inside the Too Settings window, select "Apply Gradiant". If it's upside down, select "Flip Gradient" and then apply it again. Then tweak it a bit and you're done (in theory).
So the result is seen in the second pic below. It definitely sims, doesn't fall apart but with the current map you can see in the result the fairly sharp line between the ble and the red. That's my fault, the gradient map makes if very subtle shift from red to blue but it made the lower parts too blue so I took a brush and painted that part more red. That made a more harsh transition and if I were worred about it I'd paint using a low sensitivity around that transition area to make it a little less instantaneous. But for the purposes of proving it's shareable, doesn't matter. Anyway dforcifying short hair doesnt make for dramatic results but the whole point is to see if I can share the result as a wearables preset. So that is also below. Like I said, this should be one I think everyone has. So give it a try, looking forward to feedback.
...so for Dforce (hair or fabric) you need to manually "paint" the surfaces first. Hmmmm, with my arthritis that seems a bit problematic as I do not have a very steady hand. Hard enough working with the styling combs in Garibaldi.
I have not had to do that yet for any items sold as dforce, and not for most of my clothing tests on older clothing. It is not required for everything, it can help for some things.
It can help with clothing that wasn't made for it if pieces are falling off. For hair it tends to be needed more since a lot of hair isn't connected to anything at the scalp, but it's just very roughly painting large areas with a few clicks, I haven't needed to do any fine painting yet.
No, normally when you add the dforce dynamic modifier it assumes that the weight (i.e. strength) is 100% for the whole item, all surfaces. You can sim that as-is. If you want to, you can go into each surface and tweak the settings for the dymanic strength as well as stretch, etc. So for buttons you might say "I don't want that simulated" and just turn dynamic strength setting for that surface to zero. No painting needed.
Where it gets dicey is a situation like hair. Here I want most of the hair to fall natureally but just like real hair, it shouldn't fall off the head. So you need to find a way to lock just a part if it to not simulate. Unfortunately hair doesnt tend to have a seperate surface for the roots, so you need to fake it, and my solution was to use a weight map. Which works well, and if you use my gradient approach it will work for a lot of hairs with not much painting, you just tweak it by dragging the mouse around the bottom a bit. But yeah, in this case painting is part of it. That's not the case for all dForce stuff, though.
In fact I've done many sims and until I started this thread I never painted a weight map in studio for anything. It's part of why I created the thread, so I'd have a place to go to remind myself how I did it a year from now!
No.
dForce clothing bought in the store already has weight maps. So there's nothing you need to do with the dForce clothing bought in the store.
Most of the older clothing (V4, G1, G2, etc) that I tried dForce on didn't require a weight map to be painted on either. The reason why most hair does is that most of the older hair (and probably the newer hair that hasn't been made for dForce) has "strands" that aren't attached to the cap's mesh. They're individual meshes instead of one big mesh. Pretty much anything with a full and intact mesh can be dForced without problems. However hair is different in that the way it's made is individual strands or poly planes. The weight map you paint on those hairs pretty much tells dForce to pretend that the hair is all one mesh and gives the individual poly planes anchor points at the hair cap (like hair strands coming out of the head).
By the way, as I've been experiencing recently, real hair does actually fall off the head for some people. Would that it were as easy as painting a weight map to solve that problem!
...bugger so still out of luck when it comes to hair. Sad I have so many nice older hairs and cannot afford to buy a lot of new content on my extremely tight budget. Also not sure many of the older styles I like and use will reappear when we get Dforce hair.
This experiment with sharing wearable presets with weight maps included would allow you to leverage a map painted by someone else for hairs you already own. If it works out. Of course that implies that someone has the same hair and has gone to the trouble to weight map it. But it's not that hard really so people might be willing to help out if asked and share their results. Then all you'd need to do is push "simulate".
Thank you for sharing your weight map with us. :)
It loads fine but it does ask for a few OOT shader maps when loading. It still loads fine though.
There seems to be a few strands on the back sides that aren't fully attached to the cap:
Oops, I tend to use some of the hair textures from Slosh or OOT or others and did here, then before I saved the wearable I thought (hmm better fix that and tried to reload the original textures but guess I missed one. Since it's not sharing the texture, that's okay but I may fix the duf to get rid of the error. The loose bits are an issue (and if I update the duf I'll fix those too) but the real idea was "would it work for you" if I shared it and it does. Very cool! This can be very useful for more than just hair!
Worked fine (except for the missing OOT texture, which produced an error message that could be ignored without causing any problems).
So the basic principle has been proven as: IT WORKS!
As an addition:
To catch those single strands that like to fall off, it helps to...
Sounds like a lot of work, but with these older hair and the low polygons they have, the simulation is quite fast (Toulouse hair = 15 seconds or so) so it can be done in a couple minutes...
A weight-map can also be sahred, probably more safely, via a dForm preset - that's what the head Split dForm that comes with the Genesis 8 figures is for.