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

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597
    edited May 2019
    galien said:

    A nice bonus of the strand based hair functionality is that it allows us to paint and save basic greyscale surface masks for other uses directly within Daz Studio.  (For example, I was able to use it to create a torso mask to use with the Oso Blendy Shader.)

    I'm fairly new to Daz Studio so I may be wrong here, but I don't think that this was possible before.

     

    good point, we have a bonus 3D greyscale painting addon!

    @DAZ_Steve 

    I wonder if DAZ can add colour functionality to it and give DAZ studio 3D paint enlightened

    Post edited by WendyLuvsCatz on
  • Richard HaseltineRichard Haseltine Posts: 102,783
    galien said:

    A nice bonus of the strand based hair functionality is that it allows us to paint and save basic greyscale surface masks for other uses directly within Daz Studio.  (For example, I was able to use it to create a torso mask to use with the Oso Blendy Shader.)

    I'm fairly new to Daz Studio so I may be wrong here, but I don't think that this was possible before.

     

    good point, we have a bonus 3D greyscale painting addon!

    @DAZ_Steve 

    I wonder if DAZ can add colour functionality to it and give DAZ studio 3D paint enlightened

    Like this (err, perhaps not quite like this)?

    Painting hair in colour.jpg
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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597
    galien said:

    A nice bonus of the strand based hair functionality is that it allows us to paint and save basic greyscale surface masks for other uses directly within Daz Studio.  (For example, I was able to use it to create a torso mask to use with the Oso Blendy Shader.)

    I'm fairly new to Daz Studio so I may be wrong here, but I don't think that this was possible before.

     

    good point, we have a bonus 3D greyscale painting addon!

    @DAZ_Steve 

    I wonder if DAZ can add colour functionality to it and give DAZ studio 3D paint enlightened

    Like this (err, perhaps not quite like this)?

    Oh wow yes now just needs brushes

  • EboshijaanaEboshijaana Posts: 506
    barbult said:

    Those who have made fur, what fur density and widths did you use?

    I've been trying with 80-140, but can't get it, right.

    I've used a density of 800 with a root of .20 and a tip.05 on my hamsters and my latest dog experiment.  I tried using larger roots and tips with less density but the fur looked too bristly to me. 

    Just in case anyone is interested, I attached an image showing the settings I used on the hamsters.  I tried the same settings on my latest dog image, but I don't think they worked as well.  I also included my materials settings because I still don't think I have them set incorrectly.  They appear to be too shiny and come out much darker than the underlying textures.  Maybe somebody who actually knows what they are doing (instead of my clumsy hacks) has some insights on how to improve things.  Any suggestions would be greatly appreciated.

    I've just been concentrating on short fur to get the idea of how things work, before trying longer more complex fur.  I would love to hear what people who have tried longer fur have learned.

    Over here, Daz_Josh suggested lowering the Glossy Layer Weight for light colored hair. I still have the same issues that others are reporting, though, with dark hair and overly bright highlights. Your suggestion of adding roughness helped some. 

    Thanks, I'll give that a try.  It wasn't as noticeable on my latest experiment with the French Bulldogs.

    So I tried the hamster presets, result here; https://imgur.com/PgwpXwD

    The only thing that bothers me is the darkness of the fur. 800 density was not possible for me, so that was done on 100.

  • barbultbarbult Posts: 24,860

    The Strand-Based Hair editor does give us some 3D paint capability, but the exported maps are only 1024 by 1024 pixels and it doesn't cover seams very well for me. Maybe this capability will be expanded and improved to give us a better 3D paint capability. Daz keeps hinting at big things to come. That would be a big thing.

  • randy88randy88 Posts: 16
    edited May 2019

    I tried adding a twin tail to existing hair using Strand_Based_Hair. The base hair is Clasic Bob Hair. I think extension hair is easy to make and effective.

     

    チエちゃん2.jpg
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    Post edited by randy88 on
  • barbultbarbult Posts: 24,860
    randy88 said:

    I tried adding a twin tail to existing hair using Strand_Based_Hair. The base hair is Clasic Bob Hair. I think extension hair is easy to make and effective.

    That worked well.

  • galiengalien Posts: 137
    barbult said:

    The Strand-Based Hair editor does give us some 3D paint capability, but the exported maps are only 1024 by 1024 pixels and it doesn't cover seams very well for me. Maybe this capability will be expanded and improved to give us a better 3D paint capability. Daz keeps hinting at big things to come. That would be a big thing.

    You're right about the seams.  The brush seems to paint edges with a saw-tooth effect.  I would also value better 3d paint capability.

     

  • barbultbarbult Posts: 24,860
    edited May 2019

    I made a blue teddy bear. I used two Strand files - one for the main fur and one for the insets.

    Teddy Strand Based Fur_009.jpg
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    Post edited by barbult on
  • SpottedKittySpottedKitty Posts: 7,232
    barbult said:

    I made a blue teddy bear. I used two Strand files - one for the main fur and one for the insets.

    That looks so good, it ought to have a button in its ear.  

  • PadonePadone Posts: 3,796
    randy88 said:

    I tried adding a twin tail to existing hair using Strand_Based_Hair.

    very nice, and also a good idea

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597
    galien said:
    barbult said:

    The Strand-Based Hair editor does give us some 3D paint capability, but the exported maps are only 1024 by 1024 pixels and it doesn't cover seams very well for me. Maybe this capability will be expanded and improved to give us a better 3D paint capability. Daz keeps hinting at big things to come. That would be a big thing.

    You're right about the seams.  The brush seems to paint edges with a saw-tooth effect.  I would also value better 3d paint capability.

     

    Maybe it needs a subdivided model like Zbrush does, the image size is rather limiting too

  • barbultbarbult Posts: 24,860
    edited May 2019

    Furry Sweater

    Furry Sweater

    Strand Based Fur Sweater_003 PS.jpg
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    Post edited by barbult on
  • ViallyVially Posts: 343

    10 minutes of playing with it before bed.

    Took 18 minutes to render, but my NVidia card is at the bottom end of what is considered acceptable, and there is only one :)

    It's hair, it's iRay. Oh and single strand, didn't try the dForce brand yet.

    Only thing I note off the bat is you have to be very careful when "combing" the hair as you can comb  it right through the models head thereby making it not show up as well (moustache in this case)

    Like I said, 10 minutes of playing with basic settings to see what the potential is.

    Hair 000001.png
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  • MelanieLMelanieL Posts: 7,486
    barbult said:

    Furry Sweater

    Furry Sweater

    Wow, that's a neat idea! Loving your strand hair renders, barbult - I've been playing myself but not come up with anything worth posting yet...

  • PhilWPhilW Posts: 5,148
    edited May 2019

    Here is another little preview promo from my forthcoming Longdrape Hair product. This combines dForce Hair with dForce clothing.

    Promo02 Longdrape Streaked Blonde Lying Down.jpg
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    Post edited by PhilW on
  • nicsttnicstt Posts: 11,715
    PhilW said:

    Here is another little preview promo from my forthcoming Longdrape Hair product. This combines dForce Hair with dForce clothing.

    That is so getting bought on day one. Hurry!

  • namffuaknamffuak Posts: 4,191
    PhilW said:

    Here is another little preview promo from my forthcoming Longdrape Hair product. This combines dForce Hair with dForce clothing.

    I've mostly avoided long hair over the years because of the issues with making it look 'right'. This looks fantastic!

    But you're starting to push the line between promotion/teasing and torture. wink

  • escrandallescrandall Posts: 491
    PhilW said:

    Here is another little preview promo from my forthcoming Longdrape Hair product. This combines dForce Hair with dForce clothing.

    Another must buy from you.  How does it look if she'd bending over looking straight down?

  • RGcincyRGcincy Posts: 2,839
    edited May 2019

    I haven't had much time to play but have been looking at how to convert strand-based hair so it can be used with the original dForce system (so not the new dForce hair). It takes multiple steps and I'm still working through what's needed. Here's a look at what I've accomplished so far. The first render is the strand-based hair with no styling. The second render is after dForce with default parameters. There is what I would call polygon swelling which is what I will be attempting to suppress next. (Note these are 3DL renders using a 3DL hair shader - my computer crashes in the beta when doing a second Iray render, so I'm avoiding Iray for now.)

     

    dForce hair test 3 pre sim 3DL.jpg
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    dForce hair test 3 after sim 3DL.jpg
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    Post edited by RGcincy on
  • Leonides02Leonides02 Posts: 1,379
    RGcincy said:

    I haven't had much time to play but have been looking at how to convert strand-based hair so it can be used with the original dForce system (so not the new dForce hair). It takes multiple steps and I'm still working through what's needed. Here's a look at what I've accomplished so far. The first render is the strand-based hair with no styling. The second render is after dForce with default parameters. There is what I would call polygon swelling which is what I will be attempting to suppress next. (Note these are 3DL renders using a 3DL hair shader - my computer crashes in the beta when doing a second Iray render, so I'm avoiding Iray for now.)

     

    Innnnnnteresting!!!!

  • PhilWPhilW Posts: 5,148

    @nicstt, @namffuak, @escrandall - thanks for the kind words. I don't have a release date yet but think it will be in the first wave of dForce Hair products. I have included an invisible "face shield" so that the hair does not drape across the face by default, but it has some morphs and presets so that you can shape it or disable it to give you fine control of how it drapes around the face. So if you want it to fall across the face, or just one side, etc, that is all doable.

  • barbultbarbult Posts: 24,860
    RGcincy said:

    I haven't had much time to play but have been looking at how to convert strand-based hair so it can be used with the original dForce system (so not the new dForce hair). It takes multiple steps and I'm still working through what's needed. Here's a look at what I've accomplished so far. The first render is the strand-based hair with no styling. The second render is after dForce with default parameters. There is what I would call polygon swelling which is what I will be attempting to suppress next. (Note these are 3DL renders using a 3DL hair shader - my computer crashes in the beta when doing a second Iray render, so I'm avoiding Iray for now.)

     

    If you change Line Tesselation (higher or lower), would that affect the polygon swelling?

  • VortigensBaneVortigensBane Posts: 383
    PhilW said:

    @nicstt, @namffuak, @escrandall - thanks for the kind words. I don't have a release date yet but think it will be in the first wave of dForce Hair products. I have included an invisible "face shield" so that the hair does not drape across the face by default, but it has some morphs and presets so that you can shape it or disable it to give you fine control of how it drapes around the face. So if you want it to fall across the face, or just one side, etc, that is all doable.

    Genius solution, and also an amazing looking product!  Can't wait!

  • L'AdairL'Adair Posts: 9,479
    edited May 2019

    Here's my first successful attempt to play with the Strand Based Hair:

    First Attempt Strand Based Hair, by L'Adair

    I was having issues with things not working as expected. I did some uninstall/reinstall jenga, followed by a manual download of the dForce Starter Essentials, just to reinstall! So this time, I started with the preset for the G8M mohawk and went from there. In order to get the hair onto Pace, I turned the G8M into Pace. Attempts to move from one figure to the other didn't work.

    I had a lot of trouble trying to create a dark root blonde color, until I turned on Preview PR Hairs. Then I set the Draw Mode to Nvidia Iray and tweaked the material settings where I could actually see what the changes were doing, in real time.

    I think this hair is still a bit thick, but it's a nice start. And the interface is reasonably easy to work with.

    ETA: I forgot to mention, the very short hair on the scalp is Shaved Hair for G3M from BlueJaunte. I think it works really well as a "skull cap" with the Strand Based Hair.

    Post edited by L'Adair on
  • ermullensermullens Posts: 93

    I  must be doing something wrong when clicking accept and what I see is only guide strands even after hitting render nothing but the single guides is there is something I am missing

  • barbultbarbult Posts: 24,860
    ermullens said:

    I  must be doing something wrong when clicking accept and what I see is only guide strands even after hitting render nothing but the single guides is there is something I am missing

    That happened to me yesterday. My problem was that the hair was translated in the Y direction. When I zeroed out that translation in the Parameters pane, the hair showed up and rendered OK. (Also, remember that the Strand-Based Hair wont show up in Iray Preview viewport unless you turn on the Preview PR Hairs in the Parameters pane.)

  • barbultbarbult Posts: 24,860
    edited May 2019

    I'm still making crazy things. This is Strand-Based icicles on a sphere with Blendy. I exported the painted map from the Strand-Based Hair Editor and used it as the Blendy map.

    Sphere Blendy Hair 2 PS.jpg
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    Post edited by barbult on
  • L'AdairL'Adair Posts: 9,479
    edited May 2019
    ermullens said:

    I  must be doing something wrong when clicking accept and what I see is only guide strands even after hitting render nothing but the single guides is there is something I am missing

    I had the same problem when I was trying to start from scratch. I don't know that the issue is the materials, but I think you should locate the Iray Blended Dual Lobe Hair Shader and apply it to your hair object. (In the Content Library, look under Shader Presets->Strand-Based Hair) You'll need the hair object selected in the Scene and in the Surfaces->Editor for it to apply.

    If you use the 3Delight engine, (change that in Render Settings,) and do a quick test render first, I'm betting your hair will show up.

    Post edited by L'Adair on
  • ViallyVially Posts: 343

    So, dForce hair. According to video "If we change the iterations to 0, That hair will be flat."

    Um...

    Sure.

    Iteration 0.png
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