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

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  • Mustakettu85Mustakettu85 Posts: 2,933
    L'Adair said:

    In fact, you have more control over how the hair drapes over body parts, (and around ears,) and with continued use of the editor, will probably be able to make those changes faster and more accurately than simulating dForce hair again and again until you got a look you could live with!

    Ummmm not exactly =)

    Speaking as a longtime user of Garibaldi - unless collision detection code in the editor has been massively improved, brushing (long) hair around ears, especially elf ears, takes quite a lot of patience and... finesse, for lack of a better word. 

    // of course, folks in this thread report dForce hair products also have issues with elf ears... ooh hoomanz //

    And what about draping long hair not only over body parts, but over other items? It's not a trivial task.

    Granted, now that Mattymanx has revealed that dForcing curves is like "baking" them into an uneditable form, it means that this dForce hair doesn't work the way I expected it to, based on hair/fur solutions in other software. This sort of slashes my jealousy at least in half.

     

     

  • WillowRavenWillowRaven Posts: 3,787

    Rather than trying to read 31 pages of the thread ... though I have no interest in learning how to use sbh myself, will there be products and animals available for purchase with sbh presets included so us lazy types can still have long-haired dogs and such? Sorta like LAMH does?

  • Mustakettu85Mustakettu85 Posts: 2,933
    Mattymanx said:

    Once the strand based hair is converted to dForce hair, it can no longer be edited in the strand based hair editor.  This is true for everyone, PAs included.

    Really?!

    That's... inconvenient.

    If we could still edit it, then it would hardly be a PA only feature and people could still make thier own hairs rather than shelling out for them individually.

    Mattymanx wrote that PAs cannot edit the result as well!
  • JoepingletonJoepingleton Posts: 746
    edited June 2019

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

    Yes reading Carrara and Poser hair is still far superior 

    I gather the Dforce hair needs weightmapping too which would be an utter pain as I know from my experiences with fibermesh, Poser and Carrara it simply grows on the mesh and follows it simulated too which at least the static strand hair can do so that is halfway there

  • JoepingletonJoepingleton Posts: 746
    edited June 2019

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    Post edited by Joepingleton on
  • algovincianalgovincian Posts: 2,636
    Mattymanx said:

    Once the strand based hair is converted to dForce hair, it can no longer be edited in the strand based hair editor.  This is true for everyone, PAs included.

    Really?!

    That's... inconvenient.

    If we could still edit it, then it would hardly be a PA only feature and people could still make thier own hairs rather than shelling out for them individually.

    Mattymanx wrote that PAs cannot edit the result as well!

    Right. I believe what @Psyckosama was suggesting is that it was gimped on purpose. Otherwise you could buy dForce Hair A, then edit/style it yourself to create a new dForce Hair B.

    Please understand that I'm not sure this is really the situation, or if it has to be that way for some technical reason - I don't know.

    - Greg

  • Leonides02Leonides02 Posts: 1,379

    AFAIK, there's no way to "save" the strand hair, right? If I create it once for a character and then re-pose the character, I need to recreate the hair?

  • L'AdairL'Adair Posts: 9,479
    Mattymanx said:

    Once the strand based hair is converted to dForce hair, it can no longer be edited in the strand based hair editor.  This is true for everyone, PAs included.

    Really?!

    That's... inconvenient.

    If we could still edit it, then it would hardly be a PA only feature and people could still make thier own hairs rather than shelling out for them individually.

    Mattymanx wrote that PAs cannot edit the result as well!

    Right. I believe what @Psyckosama was suggesting is that it was gimped on purpose. Otherwise you could buy dForce Hair A, then edit/style it yourself to create a new dForce Hair B.

    Please understand that I'm not sure this is really the situation, or if it has to be that way for some technical reason - I don't know.

    - Greg

    My semi-educated guess is it is a technical limitation of strand-based hair due to a lack of support for the curves in Iray. One of the big issues facing Garibaldi Express and LAMH for using their products in Iray was that Iray doesn't support the technology used to create the hair. AM talked about this in his LAMH commercial thread. After some time, he came up with Catalyzer, but it only works with hair he has converted for use with Catalyzer.

    Prior to Catalyzer, there were only two ways to render LAMH in Iray, either convert the curves to an obj or fiber mesh. The free LAMH Player will convert to OBJ, but one needs the full program to convert to fiber mesh. Regardless, Iray does not see and won't render hair from the curves.

    I believe it was Richard who mentioned the dForce hair modifier is applied to fiber mesh hair, regardless of how that hair was created. So it stands to reason, (if I'm remembering what was stated correctly,) that the strand based hair is being converted to fiber mesh before applying dForce, and once strand based hair becomes fiber mesh, it can no longer be edited by the strand based hair editor.

  • L'AdairL'Adair Posts: 9,479

    AFAIK, there's no way to "save" the strand hair, right? If I create it once for a character and then re-pose the character, I need to recreate the hair?

    I believe, currently, the only way to save the strand based hair is to save it in the scene. If you create it on a character, then save that character with the hair, opening the scene with that character should include the hair. (Look at the his and hers mohawks that come in the dForce Starter Essentials.)

    If the character has the hair when loaded, you should then be able to open the hair in the editor and make changes to work with the new pose.

  • Richard HaseltineRichard Haseltine Posts: 102,783
    L'Adair said:
    Mattymanx said:

    Once the strand based hair is converted to dForce hair, it can no longer be edited in the strand based hair editor.  This is true for everyone, PAs included.

    Really?!

    That's... inconvenient.

    If we could still edit it, then it would hardly be a PA only feature and people could still make thier own hairs rather than shelling out for them individually.

    Mattymanx wrote that PAs cannot edit the result as well!

    Right. I believe what @Psyckosama was suggesting is that it was gimped on purpose. Otherwise you could buy dForce Hair A, then edit/style it yourself to create a new dForce Hair B.

    Please understand that I'm not sure this is really the situation, or if it has to be that way for some technical reason - I don't know.

    - Greg

    My semi-educated guess is it is a technical limitation of strand-based hair due to a lack of support for the curves in Iray. One of the big issues facing Garibaldi Express and LAMH for using their products in Iray was that Iray doesn't support the technology used to create the hair. AM talked about this in his LAMH commercial thread. After some time, he came up with Catalyzer, but it only works with hair he has converted for use with Catalyzer.

    Prior to Catalyzer, there were only two ways to render LAMH in Iray, either convert the curves to an obj or fiber mesh. The free LAMH Player will convert to OBJ, but one needs the full program to convert to fiber mesh. Regardless, Iray does not see and won't render hair from the curves.

    I believe it was Richard who mentioned the dForce hair modifier is applied to fiber mesh hair, regardless of how that hair was created. So it stands to reason, (if I'm remembering what was stated correctly,) that the strand based hair is being converted to fiber mesh before applying dForce, and once strand based hair becomes fiber mesh, it can no longer be edited by the strand based hair editor.

    Yes, I think the terminology may be fractionally off but the main thing is that the Strand Based hair tool is one way to generate mesh which can be converted to dForce hair - they are different types of object, which is why you can't simply go backwards from dForce hair to the Strand hair editor.

  • QuasarQuasar Posts: 651

    AFAIK, there's no way to "save" the strand hair, right? If I create it once for a character and then re-pose the character, I need to recreate the hair?

    Once I've created a hair item that I want to use in other scenes, I save it as a scene subset. Then I can merge it into any scene and fit it to the same base mesh it was created on. It may look like it doesn't move but it works fine in the render. When the scene is saved and reloaded later, the viewport guides move to the proper location too.

  • 3Diva3Diva Posts: 11,746
    edited June 2019
    nicstt said:
    Vially said:
    barbult said:
    barbult said:

    Daz Studio is free. They have added Strand-Based hair creation for free. Are you looking that gift-horse in the mouth? You are free to use other software packages instead, if they give you more of what you want. Sure, I'd like to have the ability to try and create my own dForce hair, but I'm grateful for the excellent free Daz Studio 4.11 that we received.

    With all due respect, my bank account is evidence that Daz Studio is anything but "free." 

    winkI hear you! Daz Studio is free, though. Content in the Daz Store is not free. Nobody says you have to buy that content. Create your own content, if you have the time and skills. I don't, so I buy quite a bit, too.

    And BOOM! There it is in a nutshell, this is WHY people are ticked off.

    You see I CAN'T "create my own content", because I WASN"T ALLOWED ACCESS TO THE TOOLS TO DO SO!

    Plain and simple, but that is the root of why people are disgruntled. Have a shiney new toolbox with no tools in it, have a brand new car with no stearing wheel, have the ability to make great looking static hair with no way to effectively change it with a new pose. This is why people are starting to say..."eh, what, gee that's rather lacking."

    I have to agree with folks, DAZ is free, DAZ makes software for development purposes, okay, get it. Also have to jump on the bandwagon of people saying they would PAY for the tool set to make strand based hair contructs dForce compliant. Yes DAZ, I would be willing to PAY for that.

    $0.02

    We got some new tools, yet folks seem to be complaing about what they haven't got, as opposed to figuring out what they can do with what they have got.

    Exactly... Just about every single thing we've seen in this thread is Strand Hair - NOT dForce hair (aside from PhilW's hair, I believe). The tools that have been given to the community are incredibly powerful. I bet most people complaining about not being able to make dForce hair haven't even worked with Strand Hair enough to even see what they can do with it. I haven't even touched dForce hair yet and I've been able to create some really fun and (imo) some pretty cool stuff with the Strand Hair. The styling tools are powerful and you can make the hair go anywhere you want. 

    Here are some of my latest experiments with Strand Based Hair (no dForce):

    G8F - Strand Hair no dForce 2.png
    1000 x 1300 - 2M
    G8F - Strand Hair no dForce 1.png
    1000 x 1300 - 2M
    G8F - Kala 8 with Strand Hair 4.png
    1000 x 1300 - 2M
    G8F - Strand Hair BCE.png
    1000 x 1300 - 2M
    G8M - Elios 8 in Armor.png
    800 x 1040 - 2M
    Post edited by 3Diva on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597
    edited June 2019

    I agree most won’t need Dforce hair as most do still renders and the PA’s who actually will produce it will cater for those people too.

    DAZ Studio simply is not aimed at animators and they do not want people who animate to have the tools to do so 

    we have to look elsewhere 

    Carrara, iClone, Unreal Game engine in my case, C4D in Wolf’s case and so on

    C4D has awesome hair by the way

    me jelly cheeky

    Shave and a Haircut is free now bought by Epic Games  for the Maya users

    Post edited by WendyLuvsCatz on
  • Mustakettu85Mustakettu85 Posts: 2,933

    Yes, I think the terminology may be fractionally off but the main thing is that the Strand Based hair tool is one way to generate mesh which can be converted to dForce hair - they are different types of object, which is why you can't simply go backwards from dForce hair to the Strand hair editor.

    Oh boy!

    So it's not like I'm doing something wrong when I get no RiCurves in my RIB when trying to render that dForce mohawk example?

    All dForce hair is PointsPolygons, even if we render in 3Delight?

  • Leonides02Leonides02 Posts: 1,379

    I agree most won’t need Dforce hair as most do still renders and the PA’s who actually will produce it will cater for those people too.

    DAZ Studio simply is not aimed at animators and they do not want people who animate to have the tools to do so 

    we have to look elsewhere 

    Carrara, iClone, Unreal Game engine in my case, C4D in Wolf’s case and so on

    C4D has awesome hair by the way

    me jelly cheeky

    Shave and a Haircut is free now bought by Epic Games  for the Maya users

    I would buy and learn these programs in a heartbeat if their content was anywhere near as excellent as DAZ. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597

    I agree most won’t need Dforce hair as most do still renders and the PA’s who actually will produce it will cater for those people too.

    DAZ Studio simply is not aimed at animators and they do not want people who animate to have the tools to do so 

    we have to look elsewhere 

    Carrara, iClone, Unreal Game engine in my case, C4D in Wolf’s case and so on

    C4D has awesome hair by the way

    me jelly cheeky

    Shave and a Haircut is free now bought by Epic Games  for the Maya users

    I would buy and learn these programs in a heartbeat if their content was anywhere near as excellent as DAZ. 

    Content?

    actually DAZ is the best for that

    originally that was their purpose, creating 3D content 

    sadly more and more the emphasis has been on making it useable only in DAZ studio though people who use pro software do find other ways

  • Richard HaseltineRichard Haseltine Posts: 102,783

    Yes, I think the terminology may be fractionally off but the main thing is that the Strand Based hair tool is one way to generate mesh which can be converted to dForce hair - they are different types of object, which is why you can't simply go backwards from dForce hair to the Strand hair editor.

    Oh boy!

    So it's not like I'm doing something wrong when I get no RiCurves in my RIB when trying to render that dForce mohawk example?

    All dForce hair is PointsPolygons, even if we render in 3Delight?

    Do you have the 3Delight shader applied? I'm sure of the answer to your question, but that may be a potential issue.

  • Leonides02Leonides02 Posts: 1,379

    I agree most won’t need Dforce hair as most do still renders and the PA’s who actually will produce it will cater for those people too.

    DAZ Studio simply is not aimed at animators and they do not want people who animate to have the tools to do so 

    we have to look elsewhere 

    Carrara, iClone, Unreal Game engine in my case, C4D in Wolf’s case and so on

    C4D has awesome hair by the way

    me jelly cheeky

    Shave and a Haircut is free now bought by Epic Games  for the Maya users

    I would buy and learn these programs in a heartbeat if their content was anywhere near as excellent as DAZ. 

    Content?

    actually DAZ is the best for that

    originally that was their purpose, creating 3D content 

    sadly more and more the emphasis has been on making it useable only in DAZ studio though people who use pro software do find other ways

    Sorry, that's what I meant. 

    DAZ content is the best, and DAZ studio is the best (sometimes only) way to use the DAZ content. Thus, I use DAZ.

    If we could easily import DAZ figures / props into (for instance) Maya or C4D, I'd learn those programs. I know there are ways, but they seem extremely complicated and fraught with peril.

  • Mustakettu85Mustakettu85 Posts: 2,933

    Yes, I think the terminology may be fractionally off but the main thing is that the Strand Based hair tool is one way to generate mesh which can be converted to dForce hair - they are different types of object, which is why you can't simply go backwards from dForce hair to the Strand hair editor.

    Oh boy!

    So it's not like I'm doing something wrong when I get no RiCurves in my RIB when trying to render that dForce mohawk example?

    All dForce hair is PointsPolygons, even if we render in 3Delight?

    Do you have the 3Delight shader applied? 

    Yes, absolutely. I tried the stock one and my own specialised hair shaders - RIBs show that dForce hair gets exported as PointsPolygons.

    The Garibaldi 2.0 aka strand hair tool works as expected, generating curves.

    Putting two and two together - Mattymanx saying that you can't edit dForce hair even as a PA, and you mentioning that imported fibermesh can be turned into dForce hair - it may very well be the intended behaviour. Unless there is a hidden switch somewhere...

  • Mustakettu85Mustakettu85 Posts: 2,933

    If we could easily import DAZ figures / props into (for instance) Maya or C4D, I'd learn those programs. I know there are ways, but they seem extremely complicated and fraught with peril.

    Actually there is a lot of native content out there for Maya or C4D (I don't know if my post will get deleted if I name any of the marketplaces?), and it is also excellent, but.

    The prices are exorbitant as compared to the prices we are used to.

    Same for the prices of actual software as well.

  • When I try to use dforce hair, it doesn't fall "straight" according to gravity. Am I missing something?

  • PsyckosamaPsyckosama Posts: 495

    If we could easily import DAZ figures / props into (for instance) Maya or C4D, I'd learn those programs. I know there are ways, but they seem extremely complicated and fraught with peril.

    Actually there is a lot of native content out there for Maya or C4D (I don't know if my post will get deleted if I name any of the marketplaces?), and it is also excellent, but.

    The prices are exorbitant as compared to the prices we are used to.

    Same for the prices of actual software as well.

    Reason normally being they're normally lisenced for full commercial use. Add the Daz Interactive Lisence and it'll be a lot closer...

  • Mustakettu85Mustakettu85 Posts: 2,933

    If we could easily import DAZ figures / props into (for instance) Maya or C4D, I'd learn those programs. I know there are ways, but they seem extremely complicated and fraught with peril.

    Actually there is a lot of native content out there for Maya or C4D (I don't know if my post will get deleted if I name any of the marketplaces?), and it is also excellent, but.

    The prices are exorbitant as compared to the prices we are used to.

    Same for the prices of actual software as well.

    Reason normally being they're normally lisenced for full commercial use. Add the Daz Interactive Lisence and it'll be a lot closer...

    That too is a factor, yes.

  • JoepingletonJoepingleton Posts: 746
    edited June 2019

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    Post edited by Joepingleton on
  • barbult said:

    I'd watch a "long, frequently off-topic, rambling video". Is there one available? 

    -----------

    I found these SBH videos on YouTube. No tutorials from DAZ3D except the intro video, which if their previous practice continues, is all we will get from DAZ3D on a new feature.
    -----------------------------------
    An Overview of Strand Based Hair in DAZ Studio - 3D Shenanigans #20

    ---
    An Overview of Strand Based Hair in DAZ Studio - 3D Shenanigans #20

    ---
    DAZ Studio Strand Based Hair Animation Experiment 01

    ---
    DAZ Studio Strand Based Hair Animation Experiment 02

    ---

     

  • Leonides02Leonides02 Posts: 1,379

    Is anyone else a bit concerned by the lack of dforce hair? When dforce cloth came out, the store was flooded with dforce skirts, shirts, etc. 

    We only have, like, 4 hairs!

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597

    Is anyone else a bit concerned by the lack of dforce hair? When dforce cloth came out, the store was flooded with dforce skirts, shirts, etc. 

    We only have, like, 4 hairs!

    It’s what DAZ and all the PA’s piping up in here in support want devil

    It’s also the reason I don’t expect anything useable for animations to eventuate

  • namffuaknamffuak Posts: 4,191

    Is anyone else a bit concerned by the lack of dforce hair? When dforce cloth came out, the store was flooded with dforce skirts, shirts, etc. 

    We only have, like, 4 hairs!

    We don't know just how many PAs got brought in to the late beta on the hair, and the skill set for dForce hair is different from the skill set for the previous hair methods. Clothing for dForce is fairly close to non-dForce clothing, so a shorter learning curve. I'd say we should see a major change within the month.

  • AlmightyQUESTAlmightyQUEST Posts: 2,005
    edited June 2019
    There have been, what, three days of new items since the first dforce hair came out? There were multiple days after dforce clothing was introduced without dforce clothing, and clothing had the added benefit that you could apply dforce settings to existing clothing you had already modeled. I don't believe this is the case with hair, this starts as strand hair, correct? Which is also relatively new. If you don't like dforce hair, fine, just ignore it?
    Post edited by AlmightyQUEST on
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