dForce Hair (as well as strand based hair and the strand based hair editor) in public beta

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,596
    edited May 2019

    I did finally get the mesh to work in Octane, not the UV's sadly

     

    and here are my LAMH 3delight and Strand Iray cat comparisons video

    The UV issue is because the Octane plug-in needs to be updated to suport multiple UVs, a relatively neew feature in DS - see http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_11_0_319

    I only have an old version of the plugin, I am two versions behind on 2, Octane is on 4

    still at least it does work in it and Octane will let me apply textures to things without a UV via projection

    oddy the obj mesh exported does have a UV but not while it is in this interactive form

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,596
    BlueIrene said:
    AllenArt said:

    The respectful thing to do by Daz should have been, as soon as the beta was released, was to make it clear that we lowly mutts wouldn't be able to make dynamic strand hair, but only the PA's. But instead, they said NOTHING and left it implied that we WOULD be able to make it. It wasn't until people started asking "hey, how do I do the dynamic part of the strand hair" that they come out and say "Oh, right. Well, you won't be able to make that because you don't work for us". And I can tell you why they did it too. Because it would be unpopular. But what chaps my butt more is that they didn't say it from the moment of beta release. If they had only said something, I might have been ok with it. Now, it just seems underhanded and sneaky and it boggles my mind that people are defending it. Sure it's fine with me if they want to hold things back for the PA's only, but by the same token, if they do, why do we even have to know about it? And if for some reason we do, why not just say it was a PA-only feature from the get-go? How hard is that? I buy a lot of stuff here and I feel like I've had my fingers slapped. LOL But it's all good, because I can vote with my wallet, and I shall...

    Laurie

    I'm pretty sure the intent was to say that we were getting the tools to create strand hair, and to use hair that had been converted to dForce, but there was not meant to be any suggestion that the tools for convrsion were or would be included. I imagine they were surrpised when this, which was clear to them, was not picked up in the discussion - hence Steve's later post.

    I did think this all along (and think I said as much earlier) as I'll never assume I've been given anything until I've got it in my hand, although I imagined Daz would have to come out and clarify that for people sooner or later. However, I'm a bit mystified by the difference (from the perspective of an ordinary user) between this hair that's converted to dForce and products like Linday's 'Long Curly Hair' and other dForce-ready products. In other words, we've been able to buy dForce-ready hair for a while now, but with the coming of Daz 4.11, we'll be able to erm, buy dForce-ready hair. It's understandable in a way that people might have thought the dForce hair announcement amounted to a bit more.

    Perhaps the dForce hair and strand-based hair features should have been announced in separate threads. It's been a lot more interesting to read all the posts about what we can do with the strand-based hair rather than all those about what we can't do with the dForce one :)

    dForce hair is set up as hair, the Linday and other products use dForce cloth on strips to make dynamic hair but it does lack a lot of the options and optimisations that the actual dForce hair offers. Trying to cloth dForce a fine hair mesh would bring most systems down.

    With my BSOD trying to do this I can attest to that devil

    my reaction is to wander back to Carrara heart The floof is strong there yes

  • SloshSlosh Posts: 2,391
    barbult said:
    Slosh said:

    looks amazing barbult.  you definitely have some natural skill with all things DS.  That looks better than a lot of the other fibermesh brows I've seen

    Thanks, Slosh! The Strand-Based Hair editor is fun to play with. I just kept trying with the brows until I was satisfied. I look forward to seeing what products will be released in the store. Will you be doing a Strand-Based hair shader product? It is frustrating to manually try to tweak the surface settings in the current base shader.

    I don't really know yet, barbult.  I am still brand new with this system, too, and until I am more familiar with the various ways of texturing the hair (yes, you can apply textures to it by unchecking the "use source uvs" option), but I haven't had a chance to see how good it looks and if it is even "correct", except to say it seems upside down from what I designed ColorWerks to do, basically.  The roots are at the bottom of the uvs, rather than at the top.  Anyway, I will certainly be looking into it.  Below is an example of the Daz Horse 2 mane and tail I started working on, but then abandoned because it was too early to show in promos.  Please realize, this was only on my first day of installing the beta, so it is not great (yet).  I used a ColorWerks preset on the hair and it looks ok.

    Horse Tail.png
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    Horsey.jpg
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  • DaikatanaDaikatana Posts: 830
    edited May 2019
    Mattymanx said:

    I personally want to thank all the people, who are being understanding about the situation. I know that its probably disappointing on some level, but its really nice to see so many people showing they understand that its a business, and decisions have to be made for the good of that business and all concerned. I also commend your ability to look at the bright side, and see everything that is still available to you. The hair is truly amazing, even without dForcing it.... and that is to say nothing of all the other awesome features DS has going for it.

    We have DAZ to thank for that.

    I think DAZ is really magnanimous and generous with its sharing, and keeping at least most things free for all. You won't find that in most software packages, or even companies. But at its core, it is a business... and it spends a lot of money developing these new features. Its only natural to make some things developer based only. Any business with good sense would do the same.

     

    I have to agree with Iggy.  Thank you to all who understand!

    I absolutely agree with this.  Now, since the update is finished downloading and it is the weekend, I am going to rewatch that video on how to get started and go see what I can come up with.

     

    Post edited by Daikatana on
  • Oso3DOso3D Posts: 15,045

    The current strand system is at least on par with LAMH plugin. LAMH doesn't have draping/simulating.

    So... at _worst_ you are getting a LAMH/enhanced Garibaldi system... free.

     

  • RAMWolffRAMWolff Posts: 10,249

    So my little question.. probably been answered but there is just too much to read!  

    So the strands are rendered out as a full hairstyle but is there a way to export the completed hair style or what ever as an obj to take into say ZBrush for some tweaks or will it just stay as strand guides?  

  • SummerhorseSummerhorse Posts: 684
    edited May 2019
    Slosh said:
    barbult said:
    Slosh said:

    looks amazing barbult.  you definitely have some natural skill with all things DS.  That looks better than a lot of the other fibermesh brows I've seen

    Thanks, Slosh! The Strand-Based Hair editor is fun to play with. I just kept trying with the brows until I was satisfied. I look forward to seeing what products will be released in the store. Will you be doing a Strand-Based hair shader product? It is frustrating to manually try to tweak the surface settings in the current base shader.

    I don't really know yet, barbult.  I am still brand new with this system, too, and until I am more familiar with the various ways of texturing the hair (yes, you can apply textures to it by unchecking the "use source uvs" option), but I haven't had a chance to see how good it looks and if it is even "correct", except to say it seems upside down from what I designed ColorWerks to do, basically.  The roots are at the bottom of the uvs, rather than at the top.  Anyway, I will certainly be looking into it.  Below is an example of the Daz Horse 2 mane and tail I started working on, but then abandoned because it was too early to show in promos.  Please realize, this was only on my first day of installing the beta, so it is not great (yet).  I used a ColorWerks preset on the hair and it looks ok.

    So you DID make that tail and mane with the new process? In another thread it was said that that particular long mane was probably a photo shopped mane and tail product!

    I'm confused about all the comments above... will a non PA be able to make a tail with a simple drape like that, or is that something that only a PA with the D force tool will be able to do?

    Edit, Ahh, I see the difference now... will the non PA be able to edit and drape the strands at all to get the more natural look?https://www.daz3d.com/fantasy-alcove-window

    Post edited by Summerhorse on
  • RAMWolffRAMWolff Posts: 10,249

    By the way, can't folks just use this: EcVh0 dForce Master to make ANY hair d-Force?  

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,596
    RAMWolff said:

    So my little question.. probably been answered but there is just too much to read!  

    So the strands are rendered out as a full hairstyle but is there a way to export the completed hair style or what ever as an obj to take into say ZBrush for some tweaks or will it just stay as strand guides?  

    Well yes, this was what I was doing in my posts but as I said the obj was too complex and crashed my desktop to unresponsive black monitors it took about 3 reboots to fix.... 

  • JoepingletonJoepingleton Posts: 746
    edited June 2019

    .

    Post edited by Joepingleton on
  • SummerhorseSummerhorse Posts: 684
    Slosh said:
    barbult said:
    Slosh said:

     

    RAMWolff said:

    By the way, can't folks just use this: EcVh0 dForce Master to make ANY hair d-Force?  

    I couldn't get this link to work.  What is EcVh0 dForce Master ?

    https://www.daz3d.com/dforce-master-cloth-simulation-presets try this one

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,596
    Oso3D said:
    Karuki said:

    Users absolutely should have access to as many tools as they can, that’s not something crazy to ask for.

    Why?

     

    Just my two cents here, I can see why people are disappointed that us users can't make strand based hair dynamic.  To me, it should be a given that hair should be dynamic and it was the biggest drawback of using hair in DAZ studio ever since I made the switch from Poser and Carrara. Every other 3D program has dynamic hair and has had it for a long time. Without dynamic hair, animations look very unrealistic from DAZ Studio.  I previously used Poser and Carrara for animation and both had it since very early versions. I switched to using DAZ Studio for most things when DAZ stopped supporting Carrara and the introduction of Iray. I was considering dropping DAZ Studio and just moving to Blender mainly because of its built-in support for Dynamic Hair. I was hoping this was a step in the right direction to bring DAZ Studio into the standards of what hair should be and that is it should be dynamic.

    Don't get me wrong, I love the new strand based hair and I am grateful to have an alternative to LAMH. The examples I have seen of stand based hair so far are amazing. It just feels like they are holding it's true power from us lowly users for a purely financial reason.  What if we want dynamic hair for something that isn't popular enough for a PA to create? Are we just out of luck?

    And seeing and subscribing your work on YouTube I know you would have put that ability to good use heart

    I am not as upset as some because I simply use the tools myself in other more robust software but what does sadden me is only a handful of PA’s will use this added functionality and so many with the talents who are  not PA’s will never achieve the animations we would love to see, people like you and Ivy Summers, though I guess you both can simply do as I do and go elsewhere and composite if needed, the issues of aligning it all just irks me a tad as my Carrara animations never match my DAZ studio ones as both read the aniblocks, duf poses etc differently I have actually tried doing 3 layers in Hitfilm of back hair figure and front hair sandwiches!

  • DisparateDreamerDisparateDreamer Posts: 2,514

    I'm kind of late to this, but I'm a bit baffled by the responses of some people. Most high end programs don't have free versions, of software or plugins. Even the ones I know of like Zbrush, the free version (sculptris) has much less tools than the full version, and there's a core version that you can pay for that is less than full version, but more tools than free... Daz has already made most of its software free and keeps on developing it and improving it and we get to keep using it, not having to buy new upgrades every time. I already think that's awesome. :D (this coming from someone who had to cancel certain programs lately that went to pay-as-you-go plans or pay to upgrade and current version becomes obsolete... augh)

    Isn't it always that we work at the level we can afford? I mean, to this day, I still use GIMP for painting and make many morphs in DS with dformers the old way.  I don't have Zbrush or Octane or any of the fancy stuff. I'm super loving dforce clothing (make clothes work on nearly any character via animation drape ! awesome!) and as a long time fan of LAMH, I'm excited about more hair options for Daz.  I have lots to learn, but the development of hair for Daz is an exciting move forward for everyone and hopefully will bring fabulous new kinds of content for everryone to enjoy.  I like seeing what people are figuring out and hope I can try some stuff soon. <3

  • SloshSlosh Posts: 2,391
    edited May 2019
    Slosh said:
    barbult said:
    Slosh said:

    looks amazing barbult.  you definitely have some natural skill with all things DS.  That looks better than a lot of the other fibermesh brows I've seen

    Thanks, Slosh! The Strand-Based Hair editor is fun to play with. I just kept trying with the brows until I was satisfied. I look forward to seeing what products will be released in the store. Will you be doing a Strand-Based hair shader product? It is frustrating to manually try to tweak the surface settings in the current base shader.

    I don't really know yet, barbult.  I am still brand new with this system, too, and until I am more familiar with the various ways of texturing the hair (yes, you can apply textures to it by unchecking the "use source uvs" option), but I haven't had a chance to see how good it looks and if it is even "correct", except to say it seems upside down from what I designed ColorWerks to do, basically.  The roots are at the bottom of the uvs, rather than at the top.  Anyway, I will certainly be looking into it.  Below is an example of the Daz Horse 2 mane and tail I started working on, but then abandoned because it was too early to show in promos.  Please realize, this was only on my first day of installing the beta, so it is not great (yet).  I used a ColorWerks preset on the hair and it looks ok.

    So you DID make that tail and mane with the new process? In another thread it was said that that particular long mane was probably a photo shopped mane and tail product!

    I'm confused about all the comments above... will a non PA be able to make a tail with a simple drape like that, or is that something that only a PA with the D force tool will be able to do?

    Edit, Ahh, I see the difference now... will the non PA be able to edit and drape the strands at all to get the more natural look?https://www.daz3d.com/fantasy-alcove-window

    I don't want to confuse anyone... I did attempt a mane and tail using the new dforce hair tools, from guides imported from zbrush, not the strand based hair editor.  But, the mane and tail in my alcove promo, mentioned above, were NOT made with this new system at all.  They were made using an existing human hairstyle that had the dforce cloth modifier added.  No new hair system stuff at all in that promo.  The timing is just unfortunate because people were asking how I made the mane, and then strand based and dforce hair are announced only days before.  Sorry for the confusion

    Post edited by Slosh on
  • JoepingletonJoepingleton Posts: 746
    edited June 2019

    .

    Post edited by Joepingleton on
  • SloshSlosh Posts: 2,391
    edited May 2019

    As for the second part of your question, and hopefully Daz will correct me if I am wrong, I believe you can take strand based hairs, whether you made them in the editor yourself or they were purchased from the Daz Store, and you can edit them in the strand based editor, ie: comb them differently, clump them, or whatever. Now, if that purchased hairstyle has been converted from strand based hair to dforce hair, I don't know if the ability to edit is removed.  That would be a question for Daz.

    If I am correct, then you would be able to pose your figure, then take the hair back into the editor and comb it to fall the way you want for the pose.  Again, I am also still new to this, so if I am mistaken, I apologize now.

    Post edited by Slosh on
  • JoepingletonJoepingleton Posts: 746
    edited June 2019

    .

    Post edited by Joepingleton on
  • RAMWolffRAMWolff Posts: 10,249
    RAMWolff said:

    By the way, can't folks just use this: EcVh0 dForce Master to make ANY hair d-Force?  

    I couldn't get this link to work.  What is EcVh0 dForce Master ?

    https://www.daz3d.com/dforce-master-hair-simulation-presets-for-dforce-cloth-engine

    Weirdly the link works if I just go to the store and paste in EcVh0 dForce Master and then choose the dForce Master - Hair Simulation Presets for dForce Cloth Engine

  • KerwinKerwin Posts: 124
    Oso3D said:
    Karuki said:

    Users absolutely should have access to as many tools as they can, that’s not something crazy to ask for.

    Why?

     

    As Dan Farr once explained it to me, it grows the base.   The business vision (back in the day) was that users would start out as just scene builders using purchased and free content from DAZ.   As they became more skilled, modifying the content they bought would be the next logical step.   With increased confidence and skill they would start creatiung their own content and DAZ would be there with the tools they needed (the example he gave me at the time was Zbrush and rigging integration.)   From this base of increasingly skilled users, DAZ would also be able to recruit the next generation of PAs.   The desire was to let users stay (but not force them) with the DAZ studio ecosystem for as long as possible, thus keeping them as clients of DAZ for as long as possible, as well as having some mature into future DAZ partners (e.g. the PAs.)

    Admittedly, Dan isn't with the company anymore and that was 10 years ago, but that was the rational when DAZ studio went from paid package (a few hundred dollars for the "Pro" option with the creator tools to free.)   The idea was to open the platform to maximize the number of potential clients the DAZ Studio platform had.   It was his view that the more clients DAZ had, the more people would be buying existing content and the more potential PAs they would have for new content as the technology grew and evolved.   It was the view then (but probably not now) that the sales of existing content would pay for the platform development costs.  The business model was to maximize the base of content buyers by giving away the studio product, with the full knowledge that advanced users would want the tools for modifying and creating their own content.

    I'm somewhat with the open platform side of the discussion because I create a lot of my content, but I fill out my scenes with premade content, shaders, and environments (including some of your stuff) and use the "creator tools" in studio extensively.   I've long since stopped making content for my sale myself.   It might be nice if DAZ made a "for personal use only" license for sale of the two technologies in questions (HD morphs and Dynamic Hair) just to keep those users who wish to use those advanced techniques in the base.  It's DAZ's IP and they can do with it as they wish, but it does seem to go against the spirit of original decision to make the creator tools free to all.

  • OdaaOdaa Posts: 1,548

    It might be worth keeping in mind that the original rollout of dForce included (and still includes) the ability to try and apply it to clothes that did not start out as DForce, and relatively few people took (and still take) advantage of it. And a significant minority of those complained bitterly because they were trying to dForce things that were self-evidently not suitable for it, or because it required more horsepower than their computers had. Maybe they just didn't want to deal with all the complaining that would go along with dforceable strand hairs crashing their computers every ten minutes.

    And count me as one who had read the initial statements (not the headline, but the early posts by DAZ personnel, PAs and moderators) as strongly implying that we weren't going to be able to dforce strand based hairs straight up. I don't think they were actively trying to hide the fact from us, just they fell victim to the same awkward phrasing problems we see in their sale copy.

  • PhilWPhilW Posts: 5,148
    Slosh said:

    As for the second part of your question, and hopefully Daz will correct me if I am wrong, I believe you can take strand based hairs, whether you made them in the editor yourself or they were purchased from the Daz Store, and you can edit them in the strand based editor, ie: comb them differently, clump them, or whatever. Now, if that purchased hairstyle has been converted from strand based hair to dforce hair, I don't know if the ability to edit is removed.  That would be a question for Daz.

    If I am correct, then you would be able to pose your figure, then take the hair back into the editor and comb it to fall the way you want for the pose.  Again, I am also still new to this, so if I am mistaken, I apologize now.

    dForce Hair (whether it started life as Strand Based Hair or not) cannot be edited in the Strand Based Hair editor. But there are many properties that can be adjusted such as density, hair width, length (making it shorter from the ends anyway), various randomizations, frizz and scraggle.  

  • barbultbarbult Posts: 24,860
    Slosh said:
    barbult said:
    Slosh said:

    looks amazing barbult.  you definitely have some natural skill with all things DS.  That looks better than a lot of the other fibermesh brows I've seen

    Thanks, Slosh! The Strand-Based Hair editor is fun to play with. I just kept trying with the brows until I was satisfied. I look forward to seeing what products will be released in the store. Will you be doing a Strand-Based hair shader product? It is frustrating to manually try to tweak the surface settings in the current base shader.

    I don't really know yet, barbult.  I am still brand new with this system, too, and until I am more familiar with the various ways of texturing the hair (yes, you can apply textures to it by unchecking the "use source uvs" option), but I haven't had a chance to see how good it looks and if it is even "correct", except to say it seems upside down from what I designed ColorWerks to do, basically.  The roots are at the bottom of the uvs, rather than at the top.  Anyway, I will certainly be looking into it.  Below is an example of the Daz Horse 2 mane and tail I started working on, but then abandoned because it was too early to show in promos.  Please realize, this was only on my first day of installing the beta, so it is not great (yet).  I used a ColorWerks preset on the hair and it looks ok.

    @Slosh, where can I find the "use source uvs" option to turn it off so I can try ColorWerks textures? Is that in the Strand-Based Hair editor or the Surfaces pane for the new shader? I can't find it.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,596
    barbult said:
    Slosh said:
    barbult said:
    Slosh said:

    looks amazing barbult.  you definitely have some natural skill with all things DS.  That looks better than a lot of the other fibermesh brows I've seen

    Thanks, Slosh! The Strand-Based Hair editor is fun to play with. I just kept trying with the brows until I was satisfied. I look forward to seeing what products will be released in the store. Will you be doing a Strand-Based hair shader product? It is frustrating to manually try to tweak the surface settings in the current base shader.

    I don't really know yet, barbult.  I am still brand new with this system, too, and until I am more familiar with the various ways of texturing the hair (yes, you can apply textures to it by unchecking the "use source uvs" option), but I haven't had a chance to see how good it looks and if it is even "correct", except to say it seems upside down from what I designed ColorWerks to do, basically.  The roots are at the bottom of the uvs, rather than at the top.  Anyway, I will certainly be looking into it.  Below is an example of the Daz Horse 2 mane and tail I started working on, but then abandoned because it was too early to show in promos.  Please realize, this was only on my first day of installing the beta, so it is not great (yet).  I used a ColorWerks preset on the hair and it looks ok.

    @Slosh, where can I find the "use source uvs" option to turn it off so I can try ColorWerks textures? Is that in the Strand-Based Hair editor or the Surfaces pane for the new shader? I can't find it.

    Yes I would like to know for Octane too if I use it, if I cannot have a pelt UV a vertical UV is still preferable to none

  • DaikatanaDaikatana Posts: 830

    Been playing with this for a little bit of time now and I can see tons of possibilities.  

    I can’t seem to get the length I envisioned (trying for a long wavy hairstyle) but that could be just because I am not doing something correctly.  Or it could be limitations on what was released.  This is still a beta after all.

    i look forward to seeing what is released in the future to support this new addition to the “DAZ toy box”.

  • SloshSlosh Posts: 2,391
    barbult said:
    Slosh said:
    barbult said:
    Slosh said:

    looks amazing barbult.  you definitely have some natural skill with all things DS.  That looks better than a lot of the other fibermesh brows I've seen

    Thanks, Slosh! The Strand-Based Hair editor is fun to play with. I just kept trying with the brows until I was satisfied. I look forward to seeing what products will be released in the store. Will you be doing a Strand-Based hair shader product? It is frustrating to manually try to tweak the surface settings in the current base shader.

    I don't really know yet, barbult.  I am still brand new with this system, too, and until I am more familiar with the various ways of texturing the hair (yes, you can apply textures to it by unchecking the "use source uvs" option), but I haven't had a chance to see how good it looks and if it is even "correct", except to say it seems upside down from what I designed ColorWerks to do, basically.  The roots are at the bottom of the uvs, rather than at the top.  Anyway, I will certainly be looking into it.  Below is an example of the Daz Horse 2 mane and tail I started working on, but then abandoned because it was too early to show in promos.  Please realize, this was only on my first day of installing the beta, so it is not great (yet).  I used a ColorWerks preset on the hair and it looks ok.

    @Slosh, where can I find the "use source uvs" option to turn it off so I can try ColorWerks textures? Is that in the Strand-Based Hair editor or the Surfaces pane for the new shader? I can't find it.

    It only appears when using Target Surfaces as the Hair Generation Mode, which I only see in the dForce samples included.  It is in the shader tab.  I don't know if it is shader based, or what.  Sorry :( 

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,596
    Slosh said:
    barbult said:
    Slosh said:
    barbult said:
    Slosh said:

    looks amazing barbult.  you definitely have some natural skill with all things DS.  That looks better than a lot of the other fibermesh brows I've seen

    Thanks, Slosh! The Strand-Based Hair editor is fun to play with. I just kept trying with the brows until I was satisfied. I look forward to seeing what products will be released in the store. Will you be doing a Strand-Based hair shader product? It is frustrating to manually try to tweak the surface settings in the current base shader.

    I don't really know yet, barbult.  I am still brand new with this system, too, and until I am more familiar with the various ways of texturing the hair (yes, you can apply textures to it by unchecking the "use source uvs" option), but I haven't had a chance to see how good it looks and if it is even "correct", except to say it seems upside down from what I designed ColorWerks to do, basically.  The roots are at the bottom of the uvs, rather than at the top.  Anyway, I will certainly be looking into it.  Below is an example of the Daz Horse 2 mane and tail I started working on, but then abandoned because it was too early to show in promos.  Please realize, this was only on my first day of installing the beta, so it is not great (yet).  I used a ColorWerks preset on the hair and it looks ok.

    @Slosh, where can I find the "use source uvs" option to turn it off so I can try ColorWerks textures? Is that in the Strand-Based Hair editor or the Surfaces pane for the new shader? I can't find it.

    It only appears when using Target Surfaces as the Hair Generation Mode, which I only see in the dForce samples included.  It is in the shader tab.  I don't know if it is shader based, or what.  Sorry :( 

    Sadly that appears since it is a Dforce Mohawk (with a separate root anchor surface like I do on my fibermesh hairs too I see) to be part of the PA tool so not in our surface parameters 

  • SloshSlosh Posts: 2,391
    Slosh said:
    barbult said:
    Slosh said:
    barbult said:
    Slosh said:

    looks amazing barbult.  you definitely have some natural skill with all things DS.  That looks better than a lot of the other fibermesh brows I've seen

    Thanks, Slosh! The Strand-Based Hair editor is fun to play with. I just kept trying with the brows until I was satisfied. I look forward to seeing what products will be released in the store. Will you be doing a Strand-Based hair shader product? It is frustrating to manually try to tweak the surface settings in the current base shader.

    I don't really know yet, barbult.  I am still brand new with this system, too, and until I am more familiar with the various ways of texturing the hair (yes, you can apply textures to it by unchecking the "use source uvs" option), but I haven't had a chance to see how good it looks and if it is even "correct", except to say it seems upside down from what I designed ColorWerks to do, basically.  The roots are at the bottom of the uvs, rather than at the top.  Anyway, I will certainly be looking into it.  Below is an example of the Daz Horse 2 mane and tail I started working on, but then abandoned because it was too early to show in promos.  Please realize, this was only on my first day of installing the beta, so it is not great (yet).  I used a ColorWerks preset on the hair and it looks ok.

    @Slosh, where can I find the "use source uvs" option to turn it off so I can try ColorWerks textures? Is that in the Strand-Based Hair editor or the Surfaces pane for the new shader? I can't find it.

    It only appears when using Target Surfaces as the Hair Generation Mode, which I only see in the dForce samples included.  It is in the shader tab.  I don't know if it is shader based, or what.  Sorry :( 

    Sadly that appears since it is a Dforce Mohawk (with a separate root anchor surface like I do on my fibermesh hairs too I see) to be part of the PA tool so not in our surface parameters 

    not part of the PA tool... just part of dforce hair, which you will see whenever you load a dforce hair.  That screenshot is from the Pubic Beta, with the hair models provided in the dforce Starter Essentials and was done on my laptop, which has no PA tools installed.  What I have on the laptop is what you have at home. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,596
    Slosh said:
    Slosh said:
    barbult said:
    Slosh said:
    barbult said:
    Slosh said:

    looks amazing barbult.  you definitely have some natural skill with all things DS.  That looks better than a lot of the other fibermesh brows I've seen

    Thanks, Slosh! The Strand-Based Hair editor is fun to play with. I just kept trying with the brows until I was satisfied. I look forward to seeing what products will be released in the store. Will you be doing a Strand-Based hair shader product? It is frustrating to manually try to tweak the surface settings in the current base shader.

    I don't really know yet, barbult.  I am still brand new with this system, too, and until I am more familiar with the various ways of texturing the hair (yes, you can apply textures to it by unchecking the "use source uvs" option), but I haven't had a chance to see how good it looks and if it is even "correct", except to say it seems upside down from what I designed ColorWerks to do, basically.  The roots are at the bottom of the uvs, rather than at the top.  Anyway, I will certainly be looking into it.  Below is an example of the Daz Horse 2 mane and tail I started working on, but then abandoned because it was too early to show in promos.  Please realize, this was only on my first day of installing the beta, so it is not great (yet).  I used a ColorWerks preset on the hair and it looks ok.

    @Slosh, where can I find the "use source uvs" option to turn it off so I can try ColorWerks textures? Is that in the Strand-Based Hair editor or the Surfaces pane for the new shader? I can't find it.

    It only appears when using Target Surfaces as the Hair Generation Mode, which I only see in the dForce samples included.  It is in the shader tab.  I don't know if it is shader based, or what.  Sorry :( 

    Sadly that appears since it is a Dforce Mohawk (with a separate root anchor surface like I do on my fibermesh hairs too I see) to be part of the PA tool so not in our surface parameters 

    not part of the PA tool... just part of dforce hair, which you will see whenever you load a dforce hair.  That screenshot is from the Pubic Beta, with the hair models provided in the dforce Starter Essentials and was done on my laptop, which has no PA tools installed.  What I have on the laptop is what you have at home. 

    Oh I didn’t know there were sample Dforce hairs!

  • SloshSlosh Posts: 2,391

    yes... a mohawk each for G8F and G8M, as well as strand based versions of them

     

  • BlueIreneBlueIrene Posts: 1,318

    The Mohawk seems a bit of an odd choice for the sample dForce style, since the typical Mohawk sees the hair defy gravity rather than to succumb to it :)

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