Thank you, everyone, for all your kindness, inspiration and information.
You have inspired me to try another experiment with Strand Based Hair playing around with "Warg HD for Daz Dog 8" attempting to create a German Shepherd. I also explored layering different fur coats to create a more natural effect. In this experiment, I used information from the Wikipedia entry on fur to create a Down hair, Awn hair and Guard hair set of hairs, each with different hair style settings and densities. This allowed me to use a lot fewer hairs than my previous experiments and thus it requires fewer resources. No post work
These are looking fantastic! Just wondering if there is a way to make the hair longer in some areas. Like the neck and chest area, britches, and tail, while keeping the rest a bit shorter. Many breeds have coat length variations. My long haired dachshund has much shorter hair that lays across his back, but long hair on the tail, legs, ears, and chest. Same with my border collie although not to the same extreme.
There is. You can select groups of hairs and style them independently of the rest.
Thank you, everyone, for all your kindness, inspiration and information.
You have inspired me to try another experiment with Strand Based Hair playing around with "Warg HD for Daz Dog 8" attempting to create a German Shepherd. I also explored layering different fur coats to create a more natural effect. In this experiment, I used information from the Wikipedia entry on fur to create a Down hair, Awn hair and Guard hair set of hairs, each with different hair style settings and densities. This allowed me to use a lot fewer hairs than my previous experiments and thus it requires fewer resources. No post work
These are looking fantastic! Just wondering if there is a way to make the hair longer in some areas. Like the neck and chest area, britches, and tail, while keeping the rest a bit shorter. Many breeds have coat length variations. My long haired dachshund has much shorter hair that lays across his back, but long hair on the tail, legs, ears, and chest. Same with my border collie although not to the same extreme.
There is. You can select groups of hairs and style them independently of the rest.
Laurie
You can also create length maps. It has been discussed a couple times in this thread, and some example maps have even been shared.
I managed to squeeze in a "just for fun" render of Bridget with Longdrape Hair using the Dark Roots material and one of the Shorten options, Casual Springtime dForce outfit. Just a little postwork editing for levels etc. I hope you like it.
Possibly the best I've seen, and looking forward to purchasing it.
Thank you, everyone, for all your kindness, inspiration and information.
You have inspired me to try another experiment with Strand Based Hair playing around with "Warg HD for Daz Dog 8" attempting to create a German Shepherd. I also explored layering different fur coats to create a more natural effect. In this experiment, I used information from the Wikipedia entry on fur to create a Down hair, Awn hair and Guard hair set of hairs, each with different hair style settings and densities. This allowed me to use a lot fewer hairs than my previous experiments and thus it requires fewer resources. No post work
These are looking fantastic! Just wondering if there is a way to make the hair longer in some areas. Like the neck and chest area, britches, and tail, while keeping the rest a bit shorter. Many breeds have coat length variations. My long haired dachshund has much shorter hair that lays across his back, but long hair on the tail, legs, ears, and chest. Same with my border collie although not to the same extreme.
There is. You can select groups of hairs and style them independently of the rest.
Laurie
You can also create length maps. It has been discussed a couple times in this thread, and some example maps have even been shared.
From what I understand, unless you put it in reduce length, most maps are thickness maps. The program also has issues with softer gradients.
Thank you, everyone, for all your kindness, inspiration and information.
You have inspired me to try another experiment with Strand Based Hair playing around with "Warg HD for Daz Dog 8" attempting to create a German Shepherd. I also explored layering different fur coats to create a more natural effect. In this experiment, I used information from the Wikipedia entry on fur to create a Down hair, Awn hair and Guard hair set of hairs, each with different hair style settings and densities. This allowed me to use a lot fewer hairs than my previous experiments and thus it requires fewer resources. No post work
These are looking fantastic! Just wondering if there is a way to make the hair longer in some areas. Like the neck and chest area, britches, and tail, while keeping the rest a bit shorter. Many breeds have coat length variations. My long haired dachshund has much shorter hair that lays across his back, but long hair on the tail, legs, ears, and chest. Same with my border collie although not to the same extreme.
There is. You can select groups of hairs and style them independently of the rest.
Laurie
You can also create length maps. It has been discussed a couple times in this thread, and some example maps have even been shared.
From what I understand, unless you put it in reduce length, most maps are thickness maps. The program also has issues with softer gradients.
Yes, Reduce Length is where the length maps go, as I understand it.
I managed to squeeze in a "just for fun" render of Bridget with Longdrape Hair using the Dark Roots material and one of the Shorten options, Casual Springtime dForce outfit. Just a little postwork editing for levels etc. I hope you like it.
Damn, Phil.
This is the most realistic Daz hair I've ever seen. Bravo!
Is there a way we can (for instance), put her hair behind her shoulders or behind one of her shoulders?
I managed to squeeze in a "just for fun" render of Bridget with Longdrape Hair using the Dark Roots material and one of the Shorten options, Casual Springtime dForce outfit. Just a little postwork editing for levels etc. I hope you like it.
Damn, Phil.
This is the most realistic Daz hair I've ever seen. Bravo!
Is there a way we can (for instance), put her hair behind her shoulders or behind one of her shoulders?
This looks incredible! I'm thinking it will bring new life to older technology furred characters. Once the strand hair is available in general release, I may get one of the old Cat World characters and give it a go.
How well does this work for creating coily African hair?
I read that there was another update, so downloaded to check it out, and I can see that there have been a lot of improvements in the way hair lays.
It is not so feathered out as the previous version.
it is much easier to get hair to be along a single plane
the tools available are slightly more responsive and better control over the way they work on the hair.
Things I've learned.
Definately want to use a skull cap (for people) of some sort, it is not required, but saving a finished hair is going to be much easier.
Hairs react and lay in accordance to hairs around them, that feathering I mention only shows up in areas of a part where the styled hairs are against unstyled hairs. Once fully styled the hairs lay a lot better.
This is still better for furs and/or complete covering, strand by strand styling for a static hair remains tedious, (fun, but tedious.)
the finished product remains static, don't change the pose even slightly or plan on restyling the hair.
Posted is the testing, I didn't finish the render simply because of the reasons above, it IS easier to get the effect I'm looking for, so will probably try again after creating a skull cap, but for now this is it, just wanted to see what had changed.
dForce Hair is very flexible, you can change the number/density of hairs, the thickness of each hair, the length (shortening it anyway), all under user control.
This is awesome :)
But what about options such as forehead height or hairline shape? I guess what I'd like to know is whether your dForce hair models are made on a skullcap (which can then be morphed at will to achieve those hairline variants) or whether they are generated directly on G8F. Well, I suspect that even in the latter case it might be possible to modify by introducing specific G8F morphs, of course... But will we be able then to use the model on G8M? If it's cap-based, then it can be parented to just about any figure. If it's not... Is it correct to assume that it's locked to the mesh it was generated on?
So I've tested how to do good reduce length textures and I think I nailed it with the latest one.
Generally, the biggest problem I still see in the strand based hair vs LAMH is the lack of mirrored mode in styling and the weird rectangle selection tool that picks hairs from when you don't want them. As well, to get a nice looking long coat, you have to REALLY abuse the reduce length option. The clump function might as well be the 'curling' function by the way it behaves.
On the texture side, I have no idea what makes the program reject certain types of texturing. Soft shading seems to be a problem, but then I blurred the edges and suddenly it was fine?
Anyway, here is my latest render and the reduce length texture.
Thank you, everyone, for all your kindness, inspiration and information.
You have inspired me to try another experiment with Strand Based Hair playing around with "Warg HD for Daz Dog 8" attempting to create a German Shepherd. I also explored layering different fur coats to create a more natural effect. In this experiment, I used information from the Wikipedia entry on fur to create a Down hair, Awn hair and Guard hair set of hairs, each with different hair style settings and densities. This allowed me to use a lot fewer hairs than my previous experiments and thus it requires fewer resources. No post work
Just wanted to say thank you to the DAZ team for integrating that feature in the current beta!
Just discovered the this yesterday and got pretty comfortable with it after fooling around a few hours.
Still need to understand parameters to adapt hair color for iray as most of them seem to work for 3dl exclusively.
Please make the Dforce option accessible for the normal user, even as a separate product it would be greatly appreciated!
Can this new dforce hair be applied to fabric as well? The reason why is if dforce hair simulates so much faster, could it help fabric simulate faster, too?
Or is this an exclusive PA only feature.
It would be a PA only feature, but the hair and cloth simulations are very different - I don't think the hair model would be useful on clothing.
Just so I'm sure I understand, applying strand based hair to a deForce fabric even without deForce on the hair itself is a PA only feature, am I correct?
Can this new dforce hair be applied to fabric as well? The reason why is if dforce hair simulates so much faster, could it help fabric simulate faster, too?
Or is this an exclusive PA only feature.
It would be a PA only feature, but the hair and cloth simulations are very different - I don't think the hair model would be useful on clothing.
Just so I'm sure I understand, applying strand based hair to a deForce fabric even without deForce on the hair itself is a PA only feature, am I correct?
You can apply the Strand based hair to any surface, including dForce clothing. You may want to do all your draping first on the cloth and then add on the strand based hair
Can this new dforce hair be applied to fabric as well? The reason why is if dforce hair simulates so much faster, could it help fabric simulate faster, too?
Or is this an exclusive PA only feature.
It would be a PA only feature, but the hair and cloth simulations are very different - I don't think the hair model would be useful on clothing.
Just so I'm sure I understand, applying strand based hair to a deForce fabric even without deForce on the hair itself is a PA only feature, am I correct?
You can apply the Strand based hair to any surface, including dForce clothing. You may want to do all your draping first on the cloth and then add on the strand based hair
Thanks, I should have been more detailed in my question. I've been working with the hair on dForce cloth for awhile, and it does work quite well. The only limitation I'm finding is that I can't save the cloth with the strand based hair for reuse. I don't broker with Daz because my stuff is 'way too niche to interest them, but I do see a use for dForce clothing with the hair. If it's a function reserved for Daz PAs only, that's fine, but I just wanted to be sure before I put it in the "Great-stuff-but-oh-well" folder.
Can this new dforce hair be applied to fabric as well? The reason why is if dforce hair simulates so much faster, could it help fabric simulate faster, too?
Or is this an exclusive PA only feature.
It would be a PA only feature, but the hair and cloth simulations are very different - I don't think the hair model would be useful on clothing.
Just so I'm sure I understand, applying strand based hair to a deForce fabric even without deForce on the hair itself is a PA only feature, am I correct?
You can apply the Strand based hair to any surface, including dForce clothing. You may want to do all your draping first on the cloth and then add on the strand based hair
Thanks, I should have been more detailed in my question. I've been working with the hair on dForce cloth for awhile, and it does work quite well. The only limitation I'm finding is that I can't save the cloth with the strand based hair for reuse. I don't broker with Daz because my stuff is 'way too niche to interest them, but I do see a use for dForce clothing with the hair. If it's a function reserved for Daz PAs only, that's fine, but I just wanted to be sure before I put it in the "Great-stuff-but-oh-well" folder.
Start a new scene.
Load the cloth and add the strand based hair.
Do however much styling you feel you need.
Save it as a scene subset.
Now you can load the cloth scene subset with the included strand based hair and you can use it in any scene. YOu just have to remember when you go to comb the hair to update the mesh on the first tab in the bottom right.
Can this new dforce hair be applied to fabric as well? The reason why is if dforce hair simulates so much faster, could it help fabric simulate faster, too?
Or is this an exclusive PA only feature.
It would be a PA only feature, but the hair and cloth simulations are very different - I don't think the hair model would be useful on clothing.
Just so I'm sure I understand, applying strand based hair to a deForce fabric even without deForce on the hair itself is a PA only feature, am I correct?
You can apply the Strand based hair to any surface, including dForce clothing. You may want to do all your draping first on the cloth and then add on the strand based hair
Thanks, I should have been more detailed in my question. I've been working with the hair on dForce cloth for awhile, and it does work quite well. The only limitation I'm finding is that I can't save the cloth with the strand based hair for reuse. I don't broker with Daz because my stuff is 'way too niche to interest them, but I do see a use for dForce clothing with the hair. If it's a function reserved for Daz PAs only, that's fine, but I just wanted to be sure before I put it in the "Great-stuff-but-oh-well" folder.
Start a new scene.
Load the cloth and add the strand based hair.
Do however much styling you feel you need.
Save it as a scene subset.
Now you can load the cloth scene subset with the included strand based hair and you can use it in any scene. YOu just have to remember when you go to comb the hair to update the mesh on the first tab in the bottom right.
Thanks, I'll give it another try. Appreciate the help.
Can this new dforce hair be applied to fabric as well? The reason why is if dforce hair simulates so much faster, could it help fabric simulate faster, too?
Or is this an exclusive PA only feature.
It would be a PA only feature, but the hair and cloth simulations are very different - I don't think the hair model would be useful on clothing.
Just so I'm sure I understand, applying strand based hair to a deForce fabric even without deForce on the hair itself is a PA only feature, am I correct?
You can apply the Strand based hair to any surface, including dForce clothing. You may want to do all your draping first on the cloth and then add on the strand based hair
Thanks, I should have been more detailed in my question. I've been working with the hair on dForce cloth for awhile, and it does work quite well. The only limitation I'm finding is that I can't save the cloth with the strand based hair for reuse. I don't broker with Daz because my stuff is 'way too niche to interest them, but I do see a use for dForce clothing with the hair. If it's a function reserved for Daz PAs only, that's fine, but I just wanted to be sure before I put it in the "Great-stuff-but-oh-well" folder.
Start a new scene.
Load the cloth and add the strand based hair.
Do however much styling you feel you need.
Save it as a scene subset.
Now you can load the cloth scene subset with the included strand based hair and you can use it in any scene. YOu just have to remember when you go to comb the hair to update the mesh on the first tab in the bottom right.
Thanks, I'll give it another try. Appreciate the help.
I managed to squeeze in a "just for fun" render of Bridget with Longdrape Hair using the Dark Roots material and one of the Shorten options, Casual Springtime dForce outfit. Just a little postwork editing for levels etc. I hope you like it.
thanks! It was an insta-buy for me. I haven't had much time to play (work called. It looks great for when the torso is upright, but is there any way to keep the back part of the hair from slipping forward when she's bent over - like picking something up?
Comments
...or you can use maps to control length.
You can also create length maps. It has been discussed a couple times in this thread, and some example maps have even been shared.
Possibly the best I've seen, and looking forward to purchasing it.
From what I understand, unless you put it in reduce length, most maps are thickness maps. The program also has issues with softer gradients.
Yes, Reduce Length is where the length maps go, as I understand it.
Damn, Phil.
This is the most realistic Daz hair I've ever seen. Bravo!
Is there a way we can (for instance), put her hair behind her shoulders or behind one of her shoulders?
@Leonides02 Yes, there are various starting shapes to get the hair to drape behind either shoulder or both shoulders, fanned out at the back, etc.
Thanks all for the kind comments.
I agree! Amazing!
Dana
So far the best render.
The fur needs a lot of corrections and the upper player looks, well, look at the picture.
This stuffed bear is an old costume extra with no iRay Mat. However, if it is processed with Strand_Based Hair, it changes to a new good thing.
This looks incredible! I'm thinking it will bring new life to older technology furred characters. Once the strand hair is available in general release, I may get one of the old Cat World characters and give it a go.
How well does this work for creating coily African hair?
I read that there was another update, so downloaded to check it out, and I can see that there have been a lot of improvements in the way hair lays.
Things I've learned.
Posted is the testing, I didn't finish the render simply because of the reasons above, it IS easier to get the effect I'm looking for, so will probably try again after creating a skull cap, but for now this is it, just wanted to see what had changed.
This is awesome :)
But what about options such as forehead height or hairline shape? I guess what I'd like to know is whether your dForce hair models are made on a skullcap (which can then be morphed at will to achieve those hairline variants) or whether they are generated directly on G8F. Well, I suspect that even in the latter case it might be possible to modify by introducing specific G8F morphs, of course... But will we be able then to use the model on G8M? If it's cap-based, then it can be parented to just about any figure. If it's not... Is it correct to assume that it's locked to the mesh it was generated on?
So I've tested how to do good reduce length textures and I think I nailed it with the latest one.
Generally, the biggest problem I still see in the strand based hair vs LAMH is the lack of mirrored mode in styling and the weird rectangle selection tool that picks hairs from when you don't want them. As well, to get a nice looking long coat, you have to REALLY abuse the reduce length option. The clump function might as well be the 'curling' function by the way it behaves.
On the texture side, I have no idea what makes the program reject certain types of texturing. Soft shading seems to be a problem, but then I blurred the edges and suddenly it was fine?
Anyway, here is my latest render and the reduce length texture.
I made an attempt at really long strand-based hair. I think she ended up looking like a lost member of the Munster family. :P
Note to self - Less Widow Peak. lol
On the plus side - the next time I need creepy-looking vampire hair I'm covered. :P
This one came out a little better, still needs work, but I had fun with it.
You are making great progress with the long hair.
This one is looking great - well done.
OMG... Just watched the vid... It looks incredible! I wanna build a new system before 4.11 and now it looks like I might move those plans up!
Anyone having any luck with curly hair?
I watched the video again. Looking forward to DAZ Studio 4.11 XX being released fully....
I did find I laughed a bit about the "chest hair" Uh, no that was sort of like trunk hair... there was NO hair on the chest! LMAO
Just wanted to say thank you to the DAZ team for integrating that feature in the current beta!
Just discovered the this yesterday and got pretty comfortable with it after fooling around a few hours.
Still need to understand parameters to adapt hair color for iray as most of them seem to work for 3dl exclusively.
Please make the Dforce option accessible for the normal user, even as a separate product it would be greatly appreciated!
Just so I'm sure I understand, applying strand based hair to a deForce fabric even without deForce on the hair itself is a PA only feature, am I correct?
You can apply the Strand based hair to any surface, including dForce clothing. You may want to do all your draping first on the cloth and then add on the strand based hair
Thanks, I should have been more detailed in my question. I've been working with the hair on dForce cloth for awhile, and it does work quite well. The only limitation I'm finding is that I can't save the cloth with the strand based hair for reuse. I don't broker with Daz because my stuff is 'way too niche to interest them, but I do see a use for dForce clothing with the hair. If it's a function reserved for Daz PAs only, that's fine, but I just wanted to be sure before I put it in the "Great-stuff-but-oh-well" folder.
Start a new scene.
Load the cloth and add the strand based hair.
Do however much styling you feel you need.
Save it as a scene subset.
Now you can load the cloth scene subset with the included strand based hair and you can use it in any scene. YOu just have to remember when you go to comb the hair to update the mesh on the first tab in the bottom right.
Thanks, I'll give it another try. Appreciate the help.
No problem Exter!
Can we adjust the styling such as length or gather?
-K
thanks! It was an insta-buy for me. I haven't had much time to play (work called. It looks great for when the torso is upright, but is there any way to keep the back part of the hair from slipping forward when she's bent over - like picking something up?