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.
Personal opinions absolutely do matter, because I will NOT be buying any dforce strand hair because of MY PERSONAL OPNION. So my wallet has a vote, thank you.
Also, I do believe that people's opinion in this forum had a large impact on Daz Encrypted Conent, do you not agree? Sometimes it is not wise to upset your customers, that is just bad for business. And that should be common sense. Obviously you can't make everybody happy, but the purpose of this post is to make my voice heard on the matter. If enough people voice their opinion, then maybe a change will happen. But in the very least I don't plan on buying any dforce strand hair items until this policy is changed.
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.
Using the store to fund software development is the expectation here. If Daz did not develop their software, and Daz was the same as it was in 2015 when I began using it, I would quit using it pretty fast. Technology is constantly moving, and it is expected for software to keep up with it or simply die. Daz added Iray a few years ago, and that has paid off well for them. They have to invest in their software or else somebody may come along and supersede them. Is it safe to say that Daz has superseded Poser?
Daz gets at least 40% of every single item sold in its store. They often get 50%, and for Daz Originals, they get even more since they purchased the content outright. By comparison, Steam makes only 30% on every sale. Steam built their entire PC gaming empire off this 30%. Google and Apple also do 30% (actually, 30% became common in large part due to Steam setting the bar).. The Epic game store and the Epic asset store only take 12% of every sale!
And how many people seriously download Daz and then create ALL of their own content without ever making a purchase? Come on. Maybe some people download it to test it out and quit, or maybe some people export things to Daz just for Iray. But odds are if you download any Starter Packs you will end up buying something to get started. There is so little to start with.
The other thing about Daz and its stoe is that there is no limit on how much somebody can spend, unlike most other software. So while some people might not spend much, you have other people who do spend a lot. There are a quite a few people who have spent thousands on Daz. In gaming these people would be called "whales". If Daz Studio was a video game, it would have the most DLC in history. Its a free to play game with tens of thousands of dollars of DLC.
What I am getting at here is that Daz should be making some decent money within its little niche. If they aren't, something is wrong. And while some great PAs are at other stores, a very quick website traffic check will show that Daz gets more traffic than them all, probably combined. The next most popular website, Renderocity, gets about HALF the traffic Daz does. And most of the traffic Rendo gets comes FROM Daz, as people go threre only after coming here first. That is not an opinion, that is a fact.
So while some people might go elsewhere for content, the simple fact is that Daz is the place where most people buy their content. Giving customers the ability to create dforce strand hair would not change that. HOWEVER, not giving customers the ability to create strand hair might anger them into buying less content.
Here's another point: Somebody mentioned maybe Daz wants people to become Pas. But here's the thing, most people want to PRACTICE before becoming a PA. Giving normal people the tools allows them to practice and hone their skill. Nobody just becomes a PA without knowing what they are doing. However, keeping dforce strand hair exclusive to PAs means that nornal people have no way to even practice creating it, so why would somebody become a PA without any practice making the content? And keep in mind that every new Daz PA here means a new 50% cut of sales to source from. Again, maybe some of them go elsewhere, but most will come here.
I'll mention that I have learned a lot about modeling since I started playing with Daz Studio. And that is because of the tools that are avilable. But I didn't start that way. I can imagine that a fair number of people here can say that. Another thing is time. Some people just don't have the time, but they have the money, and they spend it...whales. Everyone has their reasons for what they do.
This decision actually keeps the talent pool of PAs small. Existing PAs are getting to practice this, and thus have a nice head start on how to create this hair. If somebody becomes a PA now, they will be behind the curve on this content.
Somebody mentioned that perhaps combining strand hair with trans mapped hair may be a good way to get the best of both worlds. However, unless a PA specifically does this, we will never know. We are completely dependant on what the PAs THINK will sell. Maybe somebody wants a super anime 9 tail hair with strand dforce. Whelp, unless a PA happens to make it they will never get the chance to do this themselves.
That's just another reason why this is a bad decision. That may be my opinion, but I believe my opinion has plenty of objective reasoning behind it.
Daz gets at least 40% of every single item sold in its store. They often get 50%, and for Daz Originals, they get even more since they purchased the content outright. By comparison, Steam makes only 30% on every sale. Steam built their entire PC gaming empire off this 30%. Google and Apple also do 30% (actually, 30% became common in large part due to Steam setting the bar).. The Epic game store and the Epic asset store only take 12% of every sale!
Think it's a bit optimistic to compare our user base to that of Apples, Googles or even Steam.
I'm confused . . . did you actually run a simulation?
- Greg
Have you try this solution?It may looks better.
1,Load your pose(If already has,skip),
2,Load "Zero Upper Body.duf"
3,Right click on "Posing" tab and click "Memorize-Memorize Figure Pose"
4.Load your pose again,
5,Run simulation.Check if only the upper body are moving in the simulation.If not,redo step 2 to step 5
*The solution 3 is not alway better than 1 or 2.If you want to back to ues solution 1 or 2,Just right click on "Posing" tab and click "Zero-Zero Figure Pose",then click "Memorize-Memorize Figure Pose"
Tips:You can right click on "Zero Upper Body.duf",then click "Create a Custom Action",It will be convenient for you to find it next time (on top menu-Scripts)
I'm confused . . . did you actually run a simulation?
- Greg
Have you try this solution?It may looks better.
1,Load your pose(If already has,skip),
2,Load "Zero Upper Body.duf"
3,Right click on "Posing" tab and click "Memorize-Memorize Figure Pose"
4.Load your pose again,
5,Run simulation.Check if only the upper body are moving in the simulation.If not,redo step 2 to step 5
*The solution 3 is not alway better than 1 or 2.If you want to back to ues solution 1 or 2,Just right click on "Posing" tab and click "Zero-Zero Figure Pose",then click "Memorize-Memorize Figure Pose"
Tips:You can right click on "Zero Upper Body.duf",then click "Create a Custom Action",It will be convenient for you to find it next time (on top menu-Scripts)
Hi, that was exactly, what I have done (solution 1). I have read this information from Daz documentation site.
I like Lancy character and its hair a lot, and also your other characters released in Daz shop.
I just have not enough experience with dForce hair, yet.
I agree with @outrider. It's not a good practice to anger your customers. I won't go as far as promising to never buy dForce hair, but at least currently I will also vote with my wallet against dForce hair, unless Daz considers their current stance.
PS: Also comments from PAs like "I for one have been enjoying following this thread and seeing the progress everyone is making with dforce hair" are really not good for moral, when in reality, it's only a handfull of privileged people who actually are able to play with it.
PS: Also comments from PAs like "I for one have been enjoying following this thread and seeing the progress everyone is making with dforce hair" are really not good for moral, when in reality, it's only a handfull of privileged people who actually are able to play with it.
I could be wrong as I haven't checked back through the thread in detail, but the only comment along those lines I remember was refering to the progress people were making with strand based hair
the only dforce hair posted here has been philw's previews and then user renders of the purchased dforce hair (and maybe the apes), everything else has been people playing with strand based hair in daz studio or something external
I agree with @outrider. It's not a good practice to anger your customers. I won't go as far as promising to never buy dForce hair, but at least currently I will also vote with my wallet against dForce hair, unless Daz considers their current stance.
PS: Also comments from PAs like "I for one have been enjoying following this thread and seeing the progress everyone is making with dforce hair" are really not good for moral, when in reality, it's only a handfull of privileged people who actually are able to play with it.
Taking into consideration how helpful RawArt has been over the years I've been on these forums, and the fact the bulk of the progress people are making is with strand based hair, I suspect he was actually referring to strand based hair.
I am not a PA. I don't have access to dForce hair. And like RawArt, I would hate to see this thread locked when there are so many helpful posts here for those of learning the new feature. I'm not suggesting anyone's opinions are invalid, but I'd appreciate it if someone would start a separate thread to discuss the issue.
Also pointing to the encrypted content and the vocal opinions against it, weren't there threads dedicated to voicing those opinions? It seems to me, if you want Daz to take notice of how many people are upset by the dForce hair decision, it would be beneficial to get those complaints in one place.
The strand hair works great for enhancing older poly hair, I think. Here's my experiment with an older Genesis 2 poly hair with some strand based hair added to it:
Here's the hair without the Strand Based Hair enhancements (the "before"):
I think the poly plane hair and strand based hair blend turned nicely. I can see the strand hair helping to enhance a lot of the older poly hair. One has to apply the same hair shader to both the poly hair and the strand hair - and that seems to bend them together pretty well, I think.
I'm looking forward to experimenting a bit more with the poly plane hair/strand based hair mixing.
The strand hair works great for enhancing older poly hair, I think. Here's my experiment with an older Genesis 2 poly hair with some strand based hair added to it:
Here's the hair without the Strand Based Hair enhancements (the "before"):
I think the poly plane hair and strand based hair blend turned nicely. I can see the strand hair helping to enhance a lot of the older poly hair. One has to apply the same hair shader to both the poly hair and the strand hair - and that seems to bend them together pretty well, I think.
I'm looking forward to experimenting a bit more with the poly plane hair/strand based hair mixing.
That really seems to help alot with the top of the head-good job! Does it add much to render time?
I agree with @outrider. It's not a good practice to anger your customers. I won't go as far as promising to never buy dForce hair, but at least currently I will also vote with my wallet against dForce hair, unless Daz considers their current stance.
PS: Also comments from PAs like "I for one have been enjoying following this thread and seeing the progress everyone is making with dforce hair" are really not good for moral, when in reality, it's only a handfull of privileged people who actually are able to play with it.
Taking into consideration how helpful RawArt has been over the years I've been on these forums, and the fact the bulk of the progress people are making is with strand based hair, I suspect he was actually referring to strand based hair.
I am not a PA. I don't have access to dForce hair. And like RawArt, I would hate to see this thread locked when there are so many helpful posts here for those of learning the new feature. I'm not suggesting anyone's opinions are invalid, but I'd appreciate it if someone would start a separate thread to discuss the issue.
Also pointing to the encrypted content and the vocal opinions against it, weren't there threads dedicated to voicing those opinions? It seems to me, if you want Daz to take notice of how many people are upset by the dForce hair decision, it would be beneficial to get those complaints in one place.
Good point. Now that I think about it, he probably meant strand based hairs...I also agree that RawArt is one of the nicest PAs on these forums, so my apologies.
To anyone who's used one of the new dforce strand based hairs... How does it handdle colliding with hands, fingers and other small objects? Attempting to use some of the older ones resulted in some pretty ugly results. Also, is it possible / easy to adjust the hair to a good pre-drape position?
The strand hair works great for enhancing older poly hair, I think. Here's my experiment with an older Genesis 2 poly hair with some strand based hair added to it:
Here's the hair without the Strand Based Hair enhancements (the "before"):
I think the poly plane hair and strand based hair blend turned nicely. I can see the strand hair helping to enhance a lot of the older poly hair. One has to apply the same hair shader to both the poly hair and the strand hair - and that seems to bend them together pretty well, I think.
I'm looking forward to experimenting a bit more with the poly plane hair/strand based hair mixing.
Great idea, I thought I'd do an experiment where I took an old v4 hair that I converted up to G8 which unfortunately has some very obvious flat planes, add some strands to it, and as a third itesm add a geometry shell. I found when I was experimenting with converting older hairs to dForce that they got whispy so addint a geometry shell with a negative offset would fill in the gaps a bit (if you give the geometry shell the same texture as the hair, of course).
Here are the results. Pic 1 is original, pic 2 is with strands, pic 3 is with strands and geo-shell. A couple of observations:
I painted onto the hair, not the skull cap because of the hairband and I wanted to follow those curves. So basically just the base of the bangs and the roots of the where the side / back leave the scalp
I used the comb to start it in the right directions and then used the surface attract curves to pull the hair down onto the geometry of the original hair. I was helped by the fact that I started with the hair, not the skullcap. It took the shape of the hair pretty easily this way.
Tweaked with the comb and all that.
The strands make the top and sides a little less flat looking but are too messy. The geomety shell made a difference filling some larger gaps in the original model I think. It still isn't fooling anyone but I think it's better and not half bad looking for a V4 hair, especially since I didn't spend much time at all on it. Cool idea.
EDIT: I just figured out that at least the last render (maybe all three) have the denoiser activated and that makes hair look a little painterly unless you run it a long time, which i didn't. So some of the detail is missing from the hair. But you hopefully get the idea.
To anyone who's used one of the new dforce strand based hairs... How does it handdle colliding with hands, fingers and other small objects? Attempting to use some of the older ones resulted in some pretty ugly results. Also, is it possible / easy to adjust the hair to a good pre-drape position?
The strand hair works great for enhancing older poly hair, I think. Here's my experiment with an older Genesis 2 poly hair with some strand based hair added to it:
Here's the hair without the Strand Based Hair enhancements (the "before"):
I think the poly plane hair and strand based hair blend turned nicely. I can see the strand hair helping to enhance a lot of the older poly hair. One has to apply the same hair shader to both the poly hair and the strand hair - and that seems to bend them together pretty well, I think.
I'm looking forward to experimenting a bit more with the poly plane hair/strand based hair mixing.
I thought about this last night and was happy to wake up and see someone else had already started experimentation. Looking great, Diva!
I agree with @outrider. It's not a good practice to anger your customers. I won't go as far as promising to never buy dForce hair, but at least currently I will also vote with my wallet against dForce hair, unless Daz considers their current stance.
PS: Also comments from PAs like "I for one have been enjoying following this thread and seeing the progress everyone is making with dforce hair" are really not good for moral, when in reality, it's only a handfull of privileged people who actually are able to play with it.
Taking into consideration how helpful RawArt has been over the years I've been on these forums, and the fact the bulk of the progress people are making is with strand based hair, I suspect he was actually referring to strand based hair.
I am not a PA. I don't have access to dForce hair. And like RawArt, I would hate to see this thread locked when there are so many helpful posts here for those of learning the new feature. I'm not suggesting anyone's opinions are invalid, but I'd appreciate it if someone would start a separate thread to discuss the issue.
Also pointing to the encrypted content and the vocal opinions against it, weren't there threads dedicated to voicing those opinions? It seems to me, if you want Daz to take notice of how many people are upset by the dForce hair decision, it would be beneficial to get those complaints in one place.
Good point. Now that I think about it, he probably meant strand based hairs...I also agree that RawArt is one of the nicest PAs on these forums, so my apologies.
No worries...with this job I have grown a thick skin to what I read in the forums.....and yeah, I did mean strand hair (this is all new to me, so still wrapping my head around the naming conventions LOL)
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.
Personal opinions absolutely do matter, because I will NOT be buying any dforce strand hair because of MY PERSONAL OPNION. So my wallet has a vote, thank you.
Also, I do believe that people's opinion in this forum had a large impact on Daz Encrypted Conent, do you not agree? Sometimes it is not wise to upset your customers, that is just bad for business. And that should be common sense. Obviously you can't make everybody happy, but the purpose of this post is to make my voice heard on the matter. If enough people voice their opinion, then maybe a change will happen. But in the very least I don't plan on buying any dforce strand hair items until this policy is changed.
No idea, but perhaps.
I do know I was vociferous in my criticism of Daz at that time; I feel the same, except in Daz's favour, this time. I'd explain why, except I don't want any post adjustments.
The strand hair works great for enhancing older poly hair, I think. Here's my experiment with an older Genesis 2 poly hair with some strand based hair added to it:
Here's the hair without the Strand Based Hair enhancements (the "before"):
I think the poly plane hair and strand based hair blend turned nicely. I can see the strand hair helping to enhance a lot of the older poly hair. One has to apply the same hair shader to both the poly hair and the strand hair - and that seems to bend them together pretty well, I think.
I'm looking forward to experimenting a bit more with the poly plane hair/strand based hair mixing.
The strand hair works great for enhancing older poly hair, I think. Here's my experiment with an older Genesis 2 poly hair with some strand based hair added to it:
Here's the hair without the Strand Based Hair enhancements (the "before"):
I think the poly plane hair and strand based hair blend turned nicely. I can see the strand hair helping to enhance a lot of the older poly hair. One has to apply the same hair shader to both the poly hair and the strand hair - and that seems to bend them together pretty well, I think.
I'm looking forward to experimenting a bit more with the poly plane hair/strand based hair mixing.
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.
Comments
A couple of test renders with PhilW's lovely Femme Fatale Hair. I found the simulation time fast but pretty slow to render.
I agree, its pretty fast to drape.
LOVELY!! Really pretty renders - you've done the hair justice!
Gorgeous renders Redz!
One more simulation of Lancy hair.
I am having no luck in Blender with Hair Net addon
so the strand hair in DAZ is looking better than that!
very off topic and derailing but cannot for the life of me figure out why the hairs won't follow my mesh
I followed all the steps and it indeed does strands but not in the kinky plait/braid segment shape, hell its easier styling the strand hair than this
Personal opinions absolutely do matter, because I will NOT be buying any dforce strand hair because of MY PERSONAL OPNION. So my wallet has a vote, thank you.
Also, I do believe that people's opinion in this forum had a large impact on Daz Encrypted Conent, do you not agree? Sometimes it is not wise to upset your customers, that is just bad for business. And that should be common sense. Obviously you can't make everybody happy, but the purpose of this post is to make my voice heard on the matter. If enough people voice their opinion, then maybe a change will happen. But in the very least I don't plan on buying any dforce strand hair items until this policy is changed.
Using the store to fund software development is the expectation here. If Daz did not develop their software, and Daz was the same as it was in 2015 when I began using it, I would quit using it pretty fast. Technology is constantly moving, and it is expected for software to keep up with it or simply die. Daz added Iray a few years ago, and that has paid off well for them. They have to invest in their software or else somebody may come along and supersede them. Is it safe to say that Daz has superseded Poser?
Daz gets at least 40% of every single item sold in its store. They often get 50%, and for Daz Originals, they get even more since they purchased the content outright. By comparison, Steam makes only 30% on every sale. Steam built their entire PC gaming empire off this 30%. Google and Apple also do 30% (actually, 30% became common in large part due to Steam setting the bar).. The Epic game store and the Epic asset store only take 12% of every sale!
And how many people seriously download Daz and then create ALL of their own content without ever making a purchase? Come on. Maybe some people download it to test it out and quit, or maybe some people export things to Daz just for Iray. But odds are if you download any Starter Packs you will end up buying something to get started. There is so little to start with.
The other thing about Daz and its stoe is that there is no limit on how much somebody can spend, unlike most other software. So while some people might not spend much, you have other people who do spend a lot. There are a quite a few people who have spent thousands on Daz. In gaming these people would be called "whales". If Daz Studio was a video game, it would have the most DLC in history. Its a free to play game with tens of thousands of dollars of DLC.
What I am getting at here is that Daz should be making some decent money within its little niche. If they aren't, something is wrong. And while some great PAs are at other stores, a very quick website traffic check will show that Daz gets more traffic than them all, probably combined. The next most popular website, Renderocity, gets about HALF the traffic Daz does. And most of the traffic Rendo gets comes FROM Daz, as people go threre only after coming here first. That is not an opinion, that is a fact.
So while some people might go elsewhere for content, the simple fact is that Daz is the place where most people buy their content. Giving customers the ability to create dforce strand hair would not change that. HOWEVER, not giving customers the ability to create strand hair might anger them into buying less content.
Here's another point: Somebody mentioned maybe Daz wants people to become Pas. But here's the thing, most people want to PRACTICE before becoming a PA. Giving normal people the tools allows them to practice and hone their skill. Nobody just becomes a PA without knowing what they are doing. However, keeping dforce strand hair exclusive to PAs means that nornal people have no way to even practice creating it, so why would somebody become a PA without any practice making the content? And keep in mind that every new Daz PA here means a new 50% cut of sales to source from. Again, maybe some of them go elsewhere, but most will come here.
I'll mention that I have learned a lot about modeling since I started playing with Daz Studio. And that is because of the tools that are avilable. But I didn't start that way. I can imagine that a fair number of people here can say that. Another thing is time. Some people just don't have the time, but they have the money, and they spend it...whales. Everyone has their reasons for what they do.
This decision actually keeps the talent pool of PAs small. Existing PAs are getting to practice this, and thus have a nice head start on how to create this hair. If somebody becomes a PA now, they will be behind the curve on this content.
Somebody mentioned that perhaps combining strand hair with trans mapped hair may be a good way to get the best of both worlds. However, unless a PA specifically does this, we will never know. We are completely dependant on what the PAs THINK will sell. Maybe somebody wants a super anime 9 tail hair with strand dforce. Whelp, unless a PA happens to make it they will never get the chance to do this themselves.
That's just another reason why this is a bad decision. That may be my opinion, but I believe my opinion has plenty of objective reasoning behind it.
Think it's a bit optimistic to compare our user base to that of Apples, Googles or even Steam.
Have you try this solution?It may looks better.
1,Load your pose(If already has,skip),
2,Load "Zero Upper Body.duf"
3,Right click on "Posing" tab and click "Memorize-Memorize Figure Pose"
4.Load your pose again,
5,Run simulation.Check if only the upper body are moving in the simulation.If not,redo step 2 to step 5
*The solution 3 is not alway better than 1 or 2.If you want to back to ues solution 1 or 2,Just right click on "Posing" tab and click "Zero-Zero Figure Pose",then click "Memorize-Memorize Figure Pose"
Tips:You can right click on "Zero Upper Body.duf",then click "Create a Custom Action",It will be convenient for you to find it next time (on top menu-Scripts)
Hi, that was exactly, what I have done (solution 1). I have read this information from Daz documentation site.
I like Lancy character and its hair a lot, and also your other characters released in Daz shop.
I just have not enough experience with dForce hair, yet.
That’s pretty awesome but beyond my skills
Here is another tutorial, by zBrush user:
That’s like Carrara’s splines
I agree with @outrider. It's not a good practice to anger your customers. I won't go as far as promising to never buy dForce hair, but at least currently I will also vote with my wallet against dForce hair, unless Daz considers their current stance.
PS: Also comments from PAs like "I for one have been enjoying following this thread and seeing the progress everyone is making with dforce hair" are really not good for moral, when in reality, it's only a handfull of privileged people who actually are able to play with it.
I could be wrong as I haven't checked back through the thread in detail, but the only comment along those lines I remember was refering to the progress people were making with strand based hair
the only dforce hair posted here has been philw's previews and then user renders of the purchased dforce hair (and maybe the apes), everything else has been people playing with strand based hair in daz studio or something external
Taking into consideration how helpful RawArt has been over the years I've been on these forums, and the fact the bulk of the progress people are making is with strand based hair, I suspect he was actually referring to strand based hair.
I am not a PA. I don't have access to dForce hair. And like RawArt, I would hate to see this thread locked when there are so many helpful posts here for those of learning the new feature. I'm not suggesting anyone's opinions are invalid, but I'd appreciate it if someone would start a separate thread to discuss the issue.
Also pointing to the encrypted content and the vocal opinions against it, weren't there threads dedicated to voicing those opinions? It seems to me, if you want Daz to take notice of how many people are upset by the dForce hair decision, it would be beneficial to get those complaints in one place.
The strand hair works great for enhancing older poly hair, I think. Here's my experiment with an older Genesis 2 poly hair with some strand based hair added to it:
Here's the hair without the Strand Based Hair enhancements (the "before"):
I think the poly plane hair and strand based hair blend turned nicely. I can see the strand hair helping to enhance a lot of the older poly hair. One has to apply the same hair shader to both the poly hair and the strand hair - and that seems to bend them together pretty well, I think.
I'm looking forward to experimenting a bit more with the poly plane hair/strand based hair mixing.
That really seems to help alot with the top of the head-good job! Does it add much to render time?
Good point. Now that I think about it, he probably meant strand based hairs...I also agree that RawArt is one of the nicest PAs on these forums, so my apologies.
That's a great idea :)
To anyone who's used one of the new dforce strand based hairs... How does it handdle colliding with hands, fingers and other small objects? Attempting to use some of the older ones resulted in some pretty ugly results. Also, is it possible / easy to adjust the hair to a good pre-drape position?
Great idea, I thought I'd do an experiment where I took an old v4 hair that I converted up to G8 which unfortunately has some very obvious flat planes, add some strands to it, and as a third itesm add a geometry shell. I found when I was experimenting with converting older hairs to dForce that they got whispy so addint a geometry shell with a negative offset would fill in the gaps a bit (if you give the geometry shell the same texture as the hair, of course).
Here are the results. Pic 1 is original, pic 2 is with strands, pic 3 is with strands and geo-shell. A couple of observations:
The strands make the top and sides a little less flat looking but are too messy. The geomety shell made a difference filling some larger gaps in the original model I think. It still isn't fooling anyone but I think it's better and not half bad looking for a V4 hair, especially since I didn't spend much time at all on it. Cool idea.
EDIT: I just figured out that at least the last render (maybe all three) have the denoiser activated and that makes hair look a little painterly unless you run it a long time, which i didn't. So some of the detail is missing from the hair. But you hopefully get the idea.
You cannot adjust Dforce hair.
I thought about this last night and was happy to wake up and see someone else had already started experimentation. Looking great, Diva!
No worries...with this job I have grown a thick skin to what I read in the forums.....and yeah, I did mean strand hair (this is all new to me, so still wrapping my head around the naming conventions LOL)
No idea, but perhaps.
I do know I was vociferous in my criticism of Daz at that time; I feel the same, except in Daz's favour, this time. I'd explain why, except I don't want any post adjustments.
That's a great idea! :)
Indeed; it is very effective.
Thank you so much for this.
I tried to render with those options.