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

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Comments

  • Twilight76Twilight76 Posts: 318

    love the new dforce hair :)

    Here a short testrender with the dForce Longdrape Hair

    dyn hair test 4_TOS_conform.jpg
    500 x 539 - 376K
  • Oso3D said:

    People paid for a project they were totally unaware was going on?

    We all spent money here, and if Daz hadn’t developed dynamic hair we still would have spent the same money.

    It was Daz’ choice to take the money they’ve earned and reinvest it into development, rather than keeping it as company profit.

    I’m not saying we should feel sorry for them or anything, it’s prudent business, but ‘we paid for this’ is only sorta true at best.

    True. Yet we don’t want to rebuy the same hair, just with dforce physics built in.

  • MattymanxMattymanx Posts: 6,955
    wteening said:
    Is it possible for non-PAs to create dForce hair, or does it require tools only available to PAs?

    You cannot create the strand based dForce hair unless you are a PA.

    However, you do dForce hair like this - https://www.daz3d.com/classic-long-hair-with-dforce-for-genesis-8-females - but that requires modeling the hair in 3D modeling program first.

  • PsyckosamaPsyckosama Posts: 495
    edited June 2019
    wteening said:
    Is it possible for non-PAs to create dForce hair, or does it require tools only available to PAs?

    PA only.

    Mendoman said:

    Oh bummer, I planned to play with alot with dForce hair after final release. I suppose I should have paid more attention when they announced dForce hair that it's PA only. Hmmm, or maybe Daz could have been more informative in their opening post too to be honest...Oh well, strand hair is a nice improvement, but still kinda left sour taste in mouth no

    Get if Free. indecision

    I suspect it is actually curves

    which Garibaldi produces as well as Zbrush and incidentally Carrara! and a few other programs including Poser Blender, Maya etc!

    the conversion to geometry happens after the simulation at the time of render rather like the LAMH catalyser 

    Philemo’s plugin does this with Carrara hair curves converts to mesh you choose the thickness of generated mesh and if two or 3sided likewise Hair Converter does it to Poser hr obj exports which are just vertex lines with no faces otherwise Zbrush too you get those options converting curves to geometry hitting accept in the  modifier , you can export as curves too, those vertex lines would simulate much faster than solid mesh with faces as I know with Carrara and of course Poser.

    Which doesn't stop virtually every 3d platform on the planet from having strand based hair physics.

     

    And that should include hair, correct?

    dForce Hair and dForce Cloth are mechanically different. You can use dForce Cloth on hair, but if you do the render times would be in the eons. dforce Hair is designed for hair and is insanely faster when used on hir. But it has the little issue that it is PA locked.

    AllenArt said:

    Couldn't have said it better myself. I've spent enough to buy a car here over the years. I spend over 200 a month most months. I don't feel at all guilty for my opinion of this little "move". I've paid for it.

    Laurie

    My lady, we are completely on the same page.

    Daz has made some disions over the years I do not agree with.

    Encrypted scripts.

    Abandoning a unisex universal figures after Genesis.

    HD morphs and what feels like the generational decimation of the Genesis figures to nessisitate their use.

    These things annoy me but are legitimite decisions no matter how much they might urk me.

    I understand that programers don't want thier scripts reverse engineered and resold, even if it makes it impossible to customize them (or leads to situations like GenX2)

    I understand that while Genesis was easier on the user (and thier wallets) it was harder for artists.

    I dislike the HD situation, but using subdivision and normals at least can reduce it from a glaring issue to a general annoyance.

    Locking a fundimental (and long overdue) functionaly feature like basic hair physics on the otherhand is simply beyond ridiclious. There's wanting to earn a profit. They're a company. I get this. They need to keep the lights on and the sharholders happy. The problem is the kind of anti-consumer nonsense that waves in the direction of the EA, Activision, and their sort of shinanigans.

    What's next?

    PA only soft body physics?

    PA only IK detection?

    I'm almost expecting lootboxes.

    Post edited by Psyckosama on
  • wteening said:
    Is it possible for non-PAs to create dForce hair, or does it require tools only available to PAs?

    PA only.

    Mendoman said:

    Oh bummer, I planned to play with alot with dForce hair after final release. I suppose I should have paid more attention when they announced dForce hair that it's PA only. Hmmm, or maybe Daz could have been more informative in their opening post too to be honest...Oh well, strand hair is a nice improvement, but still kinda left sour taste in mouth no

    Get if Free. indecision

    I suspect it is actually curves

    which Garibaldi produces as well as Zbrush and incidentally Carrara! and a few other programs including Poser Blender, Maya etc!

    the conversion to geometry happens after the simulation at the time of render rather like the LAMH catalyser 

    Philemo’s plugin does this with Carrara hair curves converts to mesh you choose the thickness of generated mesh and if two or 3sided likewise Hair Converter does it to Poser hr obj exports which are just vertex lines with no faces otherwise Zbrush too you get those options converting curves to geometry hitting accept in the  modifier , you can export as curves too, those vertex lines would simulate much faster than solid mesh with faces as I know with Carrara and of course Poser.

    Which doesn't stop virtually every 3d platform on the planet from having strand based hair physics.

     

    And that should include hair, correct?

    dForce Hair and dForce Cloth are mechanically different. You can use dForce Cloth on hair, but if you do the render times would be in the eons. dforce Hair is designed for hair and is insanely faster when used on hir. But it has the little issue that it is PA locked.

    AllenArt said:

    Couldn't have said it better myself. I've spent enough to buy a car here over the years. I spend over 200 a month most months. I don't feel at all guilty for my opinion of this little "move". I've paid for it.

    Laurie

    My lady, we are completely on the same page.

    Daz has made some disions over the years I do not agree with.

    Encrypted scripts.

    Abandoning a unisex universal figures after Genesis.

    HD morphs and what feels like the generational decimation of the Genesis figures to nessisitate their use.

    These things annoy me but are legitimite decisions no matter how much they might urk me.

    I understand that programers don't want thier scripts reverse engineered and resold, even if it makes it impossible to customize them (or leads to situations like GenX2)

    I understand that while Genesis was easier on the user (and thier wallets) it was harder for artists.

    I dislike the HD situation, but using subdivision and normals at least can reduce it from a glaring issue to a general annoyance.

    Locking a fundimental (and long overdue) functionaly feature like basic hair physics on the otherhand is simply beyond ridiclious. There's wanting to earn a profit. They're a company. I get this. They need to keep the lights on and the sharholders happy. The problem is the kind of anti-consumer nonsense that waves in the direction of the EA, Activision, and their sort of shinanigans.

    What's next?

    PA only soft body physics?

    PA only IK detection?

    I'm almost expecting lootboxes.

    ????????????

  • Hmmm... mobile emojis don’t work on here...

  • PsyckosamaPsyckosama Posts: 495

    Hmmm... mobile emojis don’t work on here...

    Clearly not.

    What were you trying to say?

  • Hmmm... mobile emojis don’t work on here...

    Clearly not.

    What were you trying to say?

    yesyesyes

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597

    We have been down this path before though so familiar at least

    just unlike Simon from Optitex who owned the extremely expensive propiatary software needed DAZ at least has licensed it to Premier Artists do we get considerably more people to pester for what we want devil

  • We have been down this path before though so familiar at least

    just unlike Simon from Optitex who owned the extremely expensive propiatary software needed DAZ at least has licensed it to Premier Artists do we get considerably more people to pester for what we want devil

    But hey, at least we do get to buy stuff you guys make! It’s much easier than to make stuff ourselves. Quality products are what we want.

    and I wonder if there’s a way to request certain hair styles on the forums somewhere...

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597
    edited June 2019

    We also need @joepingleton to become a PA enlightenedheart

    Post edited by WendyLuvsCatz on
  • PsyckosamaPsyckosama Posts: 495
    Oso3D said:

    People paid for a project they were totally unaware was going on?

    We all spent money here, and if Daz hadn’t developed dynamic hair we still would have spent the same money.

    It was Daz’ choice to take the money they’ve earned and reinvest it into development, rather than keeping it as company profit.

    I’m not saying we should feel sorry for them or anything, it’s prudent business, but ‘we paid for this’ is only sorta true at best.

    Of course they're going to reinvest in development. That's part of being a buisness.

    This is a product long, long overdue. We had it with LAMH for years. Strand based hair and hair physics has been part of virtually every other rendering package for a long time, from Poser and Carrara, to dedicated playform like Maya, 3DS Max, and Blender.

    True. Yet we don’t want to rebuy the same hair, just with dforce physics built in.

    And we want to be able ot actually properlly use the hair we create using the hair system.

    And we want to be able to apply it in at least some manner to our preexsiting libraries if at all possible.

     

    yesyesyes

    Thank you.

    Mattymanx said:

    You cannot create the strand based dForce hair unless you are a PA.

    However, you do dForce hair like this - https://www.daz3d.com/classic-long-hair-with-dforce-for-genesis-8-females - but that requires modeling the hair in 3D modeling program first.

    That hair also takes longer to simulate than render, looks very flat and lifeless, and takes up over a gig of space for a single hair. One of the points of strand based hair is to reduce the massive size of hair files.

     

    We have been down this path before though so familiar at least

    just unlike Simon from Optitex who owned the extremely expensive propiatary software needed DAZ at least has licensed it to Premier Artists do we get considerably more people to pester for what we want devil

    Way I read it is that this is a shameless artficial scarcity situation.

     

    We also need @joepingleton to become a PA enlightenedheart

    No, we need Daz to rethink this terrible decision.

  • Oso3DOso3D Posts: 15,045

    Note that the way creating hair for dForce hair works, you are EXTREMELY unlikely to 'just' get retreads of existing hairs. I mean, some hair may be similar, because, well, hair is sometimes similar, but will function a lot differently.

    Also one of the neat things about dHair is that, at a user level, you can tweak stuff a lot. For example, if you are doing long shots or cartoons, you can increase the size of 'hairs' and reduce number of hairs. In fact, I think I'll experiment with that...

     

  • grinch2901grinch2901 Posts: 1,246
    Oso3D said:

    Note that the way creating hair for dForce hair works, you are EXTREMELY unlikely to 'just' get retreads of existing hairs. I mean, some hair may be similar, because, well, hair is sometimes similar, but will function a lot differently.

    Also one of the neat things about dHair is that, at a user level, you can tweak stuff a lot. For example, if you are doing long shots or cartoons, you can increase the size of 'hairs' and reduce number of hairs. In fact, I think I'll experiment with that...

     

    Actually, that is one of the things I find kind of weird in some of the modern CGI toon productions: they are highly stylized except the hair looks like it came out of a shampoo commercial, full and thick and bueatiful but certainly not toon style.  It doesn't seem to quite fit.  Look at the redhead below, her hair is really realistic, well done! But she's super stylized in every other way.  Maybe I'm too sensitive but your ideas of fattening the strands, etc make sense for toons.

  • KerwinKerwin Posts: 124

    What I have observed with the dForce hair's that I've bought is that that it's pretty hard to adjust styling when conpared with geometry-based hairs (with or without d-force.)   Since there is no geometry with dForce hair, I can't send it zbrush, modify strands, and re-run the simulation.   Without an editor I can't do much with the PA's original strands (as opposed to the polygon strip type hairs) to suit the scene.  I would be nice if DAZ gave us a way of more substantially editing & manipulating the hair's we buy, but maybe that's on the roadmap.  I think by witholding the dforce hair editing tools, the unintended consequences is that they PA dforce hair products are harder to work with, and at least to me substantially less useful.  Perhaps a tool that at least let us comb and position strands (without growing new ones) would be a big improvement in dforce hair functionality.

  • Oso3DOso3D Posts: 15,045

    I'm quite pleased with this test.

    I converted Eddie hair to PWToon, changed line width to 10, Hairs per cm2 to 10. Used my usual pwtoon settings, though for hair I generally shut off internal lines.

     

    Toon Eddie.png
    1300 x 1000 - 926K
  • Kerwin said:

    What I have observed with the dForce hair's that I've bought is that that it's pretty hard to adjust styling when conpared with geometry-based hairs (with or without d-force.)   Since there is no geometry with dForce hair, I can't send it zbrush, modify strands, and re-run the simulation.   Without an editor I can't do much with the PA's original strands (as opposed to the polygon strip type hairs) to suit the scene.  I would be nice if DAZ gave us a way of more substantially editing & manipulating the hair's we buy, but maybe that's on the roadmap.  I think by witholding the dforce hair editing tools, the unintended consequences is that they PA dforce hair products are harder to work with, and at least to me substantially less useful.  Perhaps a tool that at least let us comb and position strands (without growing new ones) would be a big improvement in dforce hair functionality.

    That’s a possibility. It’s probably not really ready enough for a full release to everyone.

     

    plus if’s possibly that DAZ thought it’ll be too complicated for the causal DAZ user and decided to keep it for those that are experienced enough.

  • DiomedeDiomede Posts: 15,225

    Yes, please share experiments with various combinations of stylized characters and strand-based hair.  Sometimes stuff works, sometimes it doesn't, but I always appreciate the effort.

    two examples from a different age

    Captain Scarlet - check out hair with "the angels" and with "the bowties."

    .

    Mad Monster Party - rock'n roll skeletons with groovy hair, Phyllis Diller as the hostess with the mostest

     

     

     

  • DiomedeDiomede Posts: 15,225
    Oso3D said:

    I'm quite pleased with this test.

    I converted Eddie hair to PWToon, changed line width to 10, Hairs per cm2 to 10. Used my usual pwtoon settings, though for hair I generally shut off internal lines.

     

    yesyes

     

  • KerwinKerwin Posts: 124
    Kerwin said:

    plus if’s possibly that DAZ thought it’ll be too complicated for the causal DAZ user and decided to keep it for those that are experienced enough.

    I've thought about that, but after rigging and texturing a few original characters (and weightmapping, jcm, etc.)   I'm trying to think what "too complicated" must mean...  ;)

  • Oso3DOso3D Posts: 15,045

    Here's an experiment with my oso lechuza...

     

    Toon Owlbear.png
    1300 x 1000 - 1M
  • PsyckosamaPsyckosama Posts: 495
    edited June 2019
    Kerwin said:

    What I have observed with the dForce hair's that I've bought is that that it's pretty hard to adjust styling when conpared with geometry-based hairs (with or without d-force.)   Since there is no geometry with dForce hair, I can't send it zbrush, modify strands, and re-run the simulation.   Without an editor I can't do much with the PA's original strands (as opposed to the polygon strip type hairs) to suit the scene.  I would be nice if DAZ gave us a way of more substantially editing & manipulating the hair's we buy, but maybe that's on the roadmap.  I think by witholding the dforce hair editing tools, the unintended consequences is that they PA dforce hair products are harder to work with, and at least to me substantially less useful.  Perhaps a tool that at least let us comb and position strands (without growing new ones) would be a big improvement in dforce hair functionality.

    That’s a possibility. It’s probably not really ready enough for a full release to everyone.

     

    plus if’s possibly that DAZ thought it’ll be too complicated for the causal DAZ user and decided to keep it for those that are experienced enough.

    Not really an excuse. They let us "normies" mess with a lot of advanced features. If they wanted to paywall based on experience, they could just make a Basic and Pro version. And you know, if it would give us normies access to the PA features... well shut up and take my money.

     

     

    Kerwin said:

    What I have observed with the dForce hair's that I've bought is that that it's pretty hard to adjust styling when conpared with geometry-based hairs (with or without d-force.)   Since there is no geometry with dForce hair, I can't send it zbrush, modify strands, and re-run the simulation.   Without an editor I can't do much with the PA's original strands (as opposed to the polygon strip type hairs) to suit the scene.  I would be nice if DAZ gave us a way of more substantially editing & manipulating the hair's we buy, but maybe that's on the roadmap.  I think by witholding the dforce hair editing tools, the unintended consequences is that they PA dforce hair products are harder to work with, and at least to me substantially less useful.  Perhaps a tool that at least let us comb and position strands (without growing new ones) would be a big improvement in dforce hair functionality.

    You think you could write a guide? Because that's all very high level stuff I'd love to know how to do.

    Oso3D said:

    Here's an experiment with my oso lechuza...

     

    In this case I tihnk I'd stick to your Geoshell hair.

     

    Post edited by Psyckosama on
  • missuskissesmissuskisses Posts: 918
    edited June 2019

    I am irked that Daz made dforce hair PA only, nor have I been happy about HD being PA only. More and more I'm using other programs to supplement Daz (keyword being supplement), but I'll probably be a Daz user for life regardless. So I guess I can complain about this all I want, but no reason Daz should listen, since the trend is that I'm spending more money here, not less.

    Post edited by missuskisses on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597

    Yeah I am salty but fully  understand the monetary reasons 

    it stops HW3D animals getting DAZ dynamic furs too

    on the plus side as a Carrara user it won’t stop me furring them up to my hearts content heart

    it will just either help me use DAZ studio less or spend more money if I wish to, my choice as is everyone’s basically nobody being Dforced into anything against their will!

  • ArtisanSArtisanS Posts: 209

    DAZ income is PA driven en PA's income is PA driven as well. So it be only fair to give PA's as DAZ a chance to create hair of the dynamic variety. I'm totally stunned with the creative posibilities of this strand rendered hair....now I will be bying some DForced hair as well and see what can be done with that.....but the 4.11 update ROCK's. Deep bow to all the coders who must have put in a lot of overtime (hopefully of the paid variety) in order to shup this. I have hair physics and strand rendered hair in Blender as well and frankly, not to pleased with it. Will spend the weekend not reading GoT (which is a sacrifice believe me cheeky) and checking out what can be done with this new version and SRH.

    Greets,

  • HavosHavos Posts: 5,403

    Yeah I am salty but fully  understand the monetary reasons 

    it stops HW3D animals getting DAZ dynamic furs too

    on the plus side as a Carrara user it won’t stop me furring them up to my hearts content heart

    it will just either help me use DAZ studio less or spend more money if I wish to, my choice as is everyone’s basically nobody being Dforced into anything against their will!

    I am not convinced this would stop the animals of HW3D, or any other vendor getting fur, since fur is typically short (at least in comparison to long human hair), it does not follow gravity so much, so for animals the strand based dynamic hair should be sufficent for animals, as we can see in creations by non-PAs like Joe Pingleton, and others, whose efforts have been posted earlier in this thread.

    It will stop Dawn from getting long dForce hair however.

  • HavosHavos Posts: 5,403
    wteening said:
     

    I understand that programers don't want thier scripts reverse engineered and resold, even if it makes it impossible to customize them (or leads to situations like GenX2)

    Don't forget that GenX2 is not a script, it is a plug-in, so the encryption of scripts is irrelevant for that product. The morph transfer system created by SingularBlue, as described in other threads, is a script.

  • PsyckosamaPsyckosama Posts: 495
    ArtisanS said:

    DAZ income is PA driven en PA's income is PA driven as well. So it be only fair to give PA's as DAZ a chance to create hair of the dynamic variety. I'm totally stunned with the creative posibilities of this strand rendered hair....now I will be bying some DForced hair as well and see what can be done with that.....but the 4.11 update ROCK's. Deep bow to all the coders who must have put in a lot of overtime (hopefully of the paid variety) in order to shup this. I have hair physics and strand rendered hair in Blender as well and frankly, not to pleased with it. Will spend the weekend not reading GoT (which is a sacrifice believe me cheeky) and checking out what can be done with this new version and SRH.

    Greets,

    We're not complaing about PAs getting the chance ot make dynamic hairs, we're upset that they've made it so ONLY PAs can do so.

    In virtually every other piece of 3d software on earth worth mentioning these days hair physics is a base feature.

  • nicsttnicstt Posts: 11,715
    RawArt said:

    Some people may appreciate what does develops for D/S and some may not and complain about what is or isn't given to them with the program. That will always happen no matter what. But in the end it will boils down to the same arguments all over again and simply get this thread locked, and I for one have been enjoying following this thread and seeing the progress everyone is making with dforce hair.

    Personal opinions are not going to change daz's mind on anything, they put alot of research behind their development and have alot of discussion on what gets released. To them there is alot more involved than personal opinion. They have to do what is reasonable for them to keep in business. So opinions on things like this will only get the tread locked, and that would be a shame.

    +1

  • nicsttnicstt Posts: 11,715
    edited June 2019

    love the new dforce hair :)

    Here a short testrender with the dForce Longdrape Hair

    I agree, it looks great; there just aren't enough options to position it before draping.

    EDIT:

    However, using a Dformer to make some adjustments works well; it is well worth the look once rendered.

    Post edited by nicstt on
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