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

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Comments

  • nicsttnicstt Posts: 11,715

    I'm eager to part with cash for some strand-based dforce hair

  • barbultbarbult Posts: 24,860

    I haven't seen any user images using the dForce hair products in the store. Have I missed them? Is anybody having success with them?

  • SorelSorel Posts: 1,407
    barbult said:

    I haven't seen any user images using the dForce hair products in the store. Have I missed them? Is anybody having success with them?

    I bought the Bristol hair cause I love April's stuff. I am currently working on a scene, and also making an octane shader that will look good with strand hair, so it'll be a bit before I can show off a render.

  • grinch2901grinch2901 Posts: 1,246
    edited June 2019

    I managed to make poodle hair.  Or is it brillo?  Something like that.

    Poodle Hair - No Smoothing.png
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    Post edited by grinch2901 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597

    OK I did an animation using the free sample of Dforce hair

    it does simulate fast

  • grinch2901grinch2901 Posts: 1,246
    barbult said:

    I haven't seen any user images using the dForce hair products in the store. Have I missed them? Is anybody having success with them?

    I bought both of the day 1 dForce strand hairs.  I've had more success with the long straight one but I spent most of my time working with it.  The issue I have had is that it is a little heavy on my system. It takes longer to render than transmap based hair.  If I use the denoiser it cleans the render up really fast but the hair looks like I painted it on in photoshop using low resolution brushes.  So the denoiser is a no go with that product, yet it takes longer to render without it.  Still playing though.

  • grinch2901grinch2901 Posts: 1,246

    I'm meaking very slow progress.  This stuff desperately needs a tutorail or two.  I can make the hair but it always looks like whoever is wearing it just rolled out of bed and forgot to comb it, no matter what I do.

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  • OdaaOdaa Posts: 1,548
    edited June 2019
    barbult said:

    I haven't seen any user images using the dForce hair products in the store. Have I missed them? Is anybody having success with them?

    Here's my first experiment with the Femme Fatale Hair. I really like the actual hair, and think it's attractive but the transmapped scalp leaves something to be desired; I think I might try a trick I saw in the freebie section and hide the original scalp, add an OOT hair set as invisible to dforce simulation, and hide all surfaces of that but the scalp.

    Also including my first semi-successful attempt at a horse mane and tail. I like the texture of the strands, but even with a stark white on black density map there's just not enough strands. Is there some way of getting more hairs per curve?

    FemmeFataleTest.jpg
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    HorseHair_test.jpg
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    Post edited by Odaa on
  • RawArtRawArt Posts: 5,960

    Please appreciate that learning to make store quality hair is a process. No one wants to release something that is sub-par.

    But have no fear, things are getting made.

    Here is a sneak peak of something coming out later this summer ;)

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  • wteeningwteening Posts: 89

    I managed to make poodle hair.  Or is it brillo?  Something like that.

    Would you mind sharing your settings to achieve those curls? This is totally what I'm looking for!
  • OdaaOdaa Posts: 1,548

    Femme Fatale with a different scalp.

    FemmeFataleHairTest_NewScalp.jpg
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  • skinklizzardskinklizzard Posts: 218
    RawArt said:

    Please appreciate that learning to make store quality hair is a process. No one wants to release something that is sub-par.

    But have no fear, things are getting made.

    Here is a sneak peak of something coming out later this summer ;)

    Those apes are looking super cool, was also cool to see the release of your sasquatch today.

  • thd777thd777 Posts: 943
    edited June 2019
    barbult said:

    I haven't seen any user images using the dForce hair products in the store. Have I missed them? Is anybody having success with them?

    @barbult I have both long hairs and the ponytail and used them several images, but I only post very few of my images, most are just for myself as illustrations for characters and events in stories I work on. Here is an example of a G8F based character wearing dForce clothing and the Femme Fatale hair.  I found that the long hairs work exceptionally well. They drape fast in single frame or animation and with all the options and the face shield that is included it is easy to achieve what I want. The pony tail I find that one less convincing. The way it is set up does not lead to very natural draping when the head angle is more extreme. It works well for simple portrait type shots and I am still happy with it.

    Ciao

    TD

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    Post edited by thd777 on
  • nicsttnicstt Posts: 11,715

    My gallery image has lots of dforce (or dforced) objects in it; the hair is an obvious one, and the reason for posting here.

    https://www.daz3d.com/gallery/#images/814231/

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  • ArtiniArtini Posts: 9,723
    edited June 2019
    Lancy02sim01pic01.jpg
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    Post edited by Artini on
  • algovincianalgovincian Posts: 2,636
    Artini said:

    I'm confused . . . did you actually run a simulation?

    - Greg

  • ArtiniArtini Posts: 9,723
    edited June 2019

    Yes, I have run the simulation. Below is the render before simulation (for comparison) but only with the base light from Daz Studio.

    image

    Lancy02pic01.jpg
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    Post edited by Artini on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597

    Sorry but that is not actually a very good advertisement for Dforce hair broken heart

  • ArtiniArtini Posts: 9,723
    edited June 2019

    Why is that? Could you please explain.

     

    Post edited by Artini on
  • algovincianalgovincian Posts: 2,636

    Thanks for taking the time to post both, @Artini.

    - Greg

  • thd777thd777 Posts: 943
    edited June 2019

    Sorry but that is not actually a very good advertisement for Dforce hair broken heart

    It's not really a problem with dForce hair, it looks like a problem with procedure. A single frame drape is not likely to give good results for this kind of pose. One needs to set up a short animation to give the hair more time to settle or edit  the parameters for the single frame drape to give it more time.

    Ciao

    TD

    Post edited by thd777 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597
    Artini said:

    Why is that? Could you please explain.

     

    Just to be clear not criticism of your render

    but rather of how the hair is behaving 

    it does not look convincing to me, a brushed strand hair would behave more realistically than the dynamics shown there, again nothing against you and your render but the product and what it does

    and yes thank you for sharing heart

  • skinklizzardskinklizzard Posts: 218

    It's also quite possible that the hair is correct for how the character got into that pose, the simulate bones from memorized pose doesn't do a stellar job with a fair number of poses with its linear interpolation.

    I'd be interested in seeing how the hairs handle wind nodes (I havent gotten round to picking any up as of yet)

  • thd777thd777 Posts: 943
    edited June 2019

    Here is super quick example for a similar head up side down pose using a quick and dirty animation setup, just 30 frames. I think the draping is very natural if set up to accomodate for the pose. The default values just don't work well for more extreme poses.

    Ciao

    TD

    headstand.png
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    Post edited by thd777 on
  • algovincianalgovincian Posts: 2,636

    It's also quite possible that the hair is correct for how the character got into that pose, the simulate bones from memorized pose doesn't do a stellar job with a fair number of poses with its linear interpolation.

    I'd be interested in seeing how the hairs handle wind nodes (I havent gotten round to picking any up as of yet)

    It's the back that looks odd to me. If I had to bet, I'd guess that there's a gradual falloff of influence as you approach the top of the head. As somebody else said, I'd be interested in seeing a longer animated drape.

    - Greg

  • RawArtRawArt Posts: 5,960

    I have found simulating with the clothes turned off can often get better results, as the hair can seem to interact with the clothes in unexpected ways.

     

  • algovincianalgovincian Posts: 2,636

    BTW, the only reason I'm bothering to comment is because I like the hair/character ;)

    - Greg

  • JoepingletonJoepingleton Posts: 746
    edited June 2019

    .

    Post edited by Joepingleton on
  • skinklizzardskinklizzard Posts: 218
    edited June 2019

    Just a small high dynamic test of Philw's femme fatale hair

    she is jumping and spinning probably faster than humanly possible (30 fps and 15 degrees of rotation a frame)

    animation broke about 3 frames after this still, but that was because of a derp on my part and is where I leave this first test.

    I stopped the render at ~33% as its just to get an idea of the hair motion, I'll play with some more dforce (and the lancy hair) tomorrow.

    test_philw_femmeFataleHair.png
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    Post edited by skinklizzard on
  • Leonides02Leonides02 Posts: 1,379
    edited June 2019

    Since a lot of people have been asking me about my process I thought I would share some of my discoveries from my experiment with using Strand Based Hair for creating fur so far. I just started playing with Strand Based Hair in the latest beta and since there is no real documentation I have been making every mistake imaginable. I was getting so frustrated with my first experiments that I completely changed my approach. I decided to use 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. Mother nature seems to know best.

    In a nutshell, I use a density map to control the distribution of the hair (this seems to be the key to getting realistic hair coverage) and adjust the length using the "Reduce Length" slider under the "TWEAK" tab

    I create a fluffy "Down" hair coat with lots of thin hairs curved and attracted to the body. Then I create an "Awn" hair coat that has about half as many hairs and has a wider and longer hair with some fuzziness and a slight curve to it. Lastly, I create a "Guard" hair coat that is about 1/6 the number of hairs of the "Down" coat and is slightly longer than the "awn" coat.

    I was running into the problems of having the fur turn out too dark and the whites not holding their values the more hair I put on the figure. So I went through and changed all the textures maps to be lighter, this helped but was a pain to do for everything and only partially solved the problem. I recently discovered some settings that got better results and just used the original texture maps. Basically, I use texture maps on the "Transmission Color", "Hair Color", and "Hair Highlight" roots and tips. Then I change the "Highlight Weight", "Anisotropy" and "Anisotropy Rotation" to zero. (See the attached screenshot for my latest settings)

    I am still working on the process but it seems to be getting a little better each experiment. I can provide more info if you would like to know more. It would be very interesting to see what someone who knows what they are doing thinks about this process or if they have a better method.

    Stellar info, Joepingleton. Thank you so much for sharing!!!

    Post edited by Leonides02 on
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