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!
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!
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!
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.
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.
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.
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.
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.
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
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.
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.)
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.)
@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.
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?
@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!
Here's my first successful attempt to play with the Strand Based Hair:
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.
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 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.)
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.
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.
Comments
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
Like this (err, perhaps not quite like this)?
Oh wow
now just needs brushes
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.
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.
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.
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.
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.
very nice, and also a good idea
Maybe it needs a subdivided model like Zbrush does, the image size is rather limiting too
Furry Sweater
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.
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...
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!
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.
Another must buy from you. How does it look if she'd bending over looking straight down?
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!!!!
@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.
If you change Line Tesselation (higher or lower), would that affect the polygon swelling?
Genius solution, and also an amazing looking product! Can't wait!
Here's my first successful attempt to play with the Strand Based Hair:
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.
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.)
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.
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.
So, dForce hair. According to video "If we change the iterations to 0, That hair will be flat."
Um...
Sure.