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

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  • OdaaOdaa Posts: 1,548

    so with a bit of timeline shenanigins and moving around of primitives I have achieved my first attempt at making the dforce femme fatale hair into a ponytail.

    The down side is that I don't think its possible to tell a dforce sim to start from a previous simulations end state, so any posing etc will have to come afterwards in the timeline and I'll need to sim the whole thing each time.

    The band/scrunchie or whatever its called is not attached to anything at the moment but I'll probably just parent it to the head for posing for now, later I will try adding dforce to it and see how many times I can get it to explode.

    image

    That is fricking brilliant. One thing you can do to make your life easier when you want to do this as a preliminary for whatever pose you have in mind, is mark a bunch of key frames for the important shenanigans and movements of primitive (key symbol with plus sign inside) and then select where it says "Max frames" (usually 30 to start) and change it to a 60 frames or higher. Whatever keyframe you had at frame 30, is now halfway through the animated sequence, instead of at the end, which should give you time to continue with whatever posing you wanted after building the ponytail effect.

    (Note: I use Keymate but I think the base timeline has some version of the commands listed above.)

  • PsyckosamaPsyckosama Posts: 495
    edited June 2019
    RawArt said:

    You are wrong

    Hair is completely done and styled before becoming dForce...how you are imagining it working is not how it works. ....as I already explained.

    I might not have any dForce hair, and I might not be able to create any... but I have messed around with strand based hair in other programs.

    @skinklizzard I hate to be a bother, but would you please be so kind as to post an image of the Femme Fatale hair in its default state without simulation applied? Not asking for a render, just a quick screen capture of the viewport?

    Thank you.

    Post edited by Psyckosama on
  • grinch2901grinch2901 Posts: 1,246

    I am struggling with getting strand based hair to be uniform.  Here's a beard.  It looks good except right under the nose.  I suppose I could add a second strand based hair to fill it in but there has to be a better way. I tried using multiple density maps but that had no obvious way of making any sense when i tried it.  Still plugging along...

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  • Oso3DOso3D Posts: 15,045

    I noticed certain areas do this. What I did was create a density map so that most of it is dark and those areas are bright.

    This basically serves to ‘compensate’ for the sparse hairs, though it takes a lot of experimentation to get the balance right.

  • skinklizzardskinklizzard Posts: 218

    Some more playing with Lancy, and now I can confirm dforce hair explodes in its own way, this went from brushing hair behind ear to full on japanese horror ghost woman in about 5 frames from this render

    with the strand based hair it should be possible to make some pretty good looking velvet, here her top is just fluffy and shiny but with a density map and a length map (and thinner hair) patterned velvet or even velvet lace style fabric should be viable.

    image

    @psyckosama I've attached some screenshots of the two dforce hairs I have, just note the femme fatale hair is a pretty straight drape so doesn't require much styling so the straight back splayed shape avoiding the models body works well, PhilW also included morphs for other starting possitions like behind the shoulders (also attached)

    the Lancy hair on the other hand loads in fully styled which pretty much anything remotely up-do will have to do.

     

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  • skinklizzardskinklizzard Posts: 218

     

    I am struggling with getting strand based hair to be uniform.  Here's a beard.  It looks good except right under the nose.  I suppose I could add a second strand based hair to fill it in but there has to be a better way. I tried using multiple density maps but that had no obvious way of making any sense when i tried it.  Still plugging along...

     

    Looking pretty good, what you could also look for/try is check that the hair just under the nose hasn't reversed and is now sticking through into his gums, I found a lot of hair looking sparse was it getting brushed into the model. Even if its just part of the guide hair it makes the generated hairs behave oddly

  • PsyckosamaPsyckosama Posts: 495
     

    @psyckosama I've attached some screenshots of the two dforce hairs I have, just note the femme fatale hair is a pretty straight drape so doesn't require much styling so the straight back splayed shape avoiding the models body works well, PhilW also included morphs for other starting possitions like behind the shoulders (also attached)

    the Lancy hair on the other hand loads in fully styled which pretty much anything remotely up-do will have to do.

    How well does the Lancy hair work in more dynamic poses? Or is it a pretty portrait only hair?

  • grinch2901grinch2901 Posts: 1,246
    Oso3D said:

    I noticed certain areas do this. What I did was create a density map so that most of it is dark and those areas are bright.

    This basically serves to ‘compensate’ for the sparse hairs, though it takes a lot of experimentation to get the balance right.

    I gave your suggestion a try and it worked but I had to mix it with a little comb with the "retain length" (or something like that) box checked off so I could "grow" some of the strands to cover some remaining sparse areas.  It looks pretty decent though at this point and renders very fast (of course there's  nothing in the scent but the head and the beard but still...

     

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  • grinch2901grinch2901 Posts: 1,246

    One more I'm playing with.  For short styles this stuff is fantastic.  Got a good high and tight for my soldiers with a few minutes of work! I'm still having issues with longer hair but for a lot of  my male characters this is heaven sent!

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  • grinch2901grinch2901 Posts: 1,246
    edited June 2019

    Refined my high and tight flattop.  Next up: something longer but not too long.  Pretty happy with this.  I'm thinking something like Sean Connery James Bond style...

    Can these creations be shared?

    Post edited by grinch2901 on
  • JoepingletonJoepingleton Posts: 746
    edited June 2019

    .

    Post edited by Joepingleton on
  • PadonePadone Posts: 3,796

    so with a bit of timeline shenanigins and moving around of primitives I have achieved my first attempt at making the dforce femme fatale hair into a ponytail.

    Using helpers and dforce to change a hairstyle is very creative, bravo. Of course if daz would provide proper tools it'd be better.

  • MendomanMendoman Posts: 404

    Ah, ok. Well, back to topic, has anybody tried making grass fields with strand tools. That's what interests me most? I was thinking that might save lots of resources instead of making tons of instances.

  • JoepingletonJoepingleton Posts: 746
    edited June 2019

    .

    Post edited by Joepingleton on
  • Cris PalominoCris Palomino Posts: 11,690

    Some posts have been removed. Please note the tollowing from the forum ToS:

    "Moderators will actively remedy any situations that arise which conflict with these Terms of Service. If you have any questions or concerns about moderator actions please open a support ticket or contact the moderation team at dazforummod@daz3d.com. Do not make a forum post on the issue as it will be removed."

  • Richard HaseltineRichard Haseltine Posts: 102,771

    It seems clear that the discussion of the tools for creating dForce hair being PA only has run its course - we are seeing the same points reiterated with increasing emphasis, and some of the comments are becoming antagonistic towards other participants. We are therefore declaring it to be at an end - any posts attempting to revive the subject will be removed.

  • skinklizzardskinklizzard Posts: 218
    edited June 2019
    Mendoman said:

    Ah, ok. Well, back to topic, has anybody tried making grass fields with strand tools. That's what interests me most? I was thinking that might save lots of resources instead of making tons of instances.

    depends on how large a field we are talking I remember someone made a lawn but they instanced a bunch of square patches and threw in some plants to break it up a bit.

    large quantities/densities of the hair chugs pretty badly when it has to actually generate the geometry (either just before render or if you choose to preview it)

     

     

    @psyckosama I've attached some screenshots of the two dforce hairs I have, just note the femme fatale hair is a pretty straight drape so doesn't require much styling so the straight back splayed shape avoiding the models body works well, PhilW also included morphs for other starting possitions like behind the shoulders (also attached)

    the Lancy hair on the other hand loads in fully styled which pretty much anything remotely up-do will have to do.

    How well does the Lancy hair work in more dynamic poses? Or is it a pretty portrait only hair?

    It works relatively well, like with most dForce stuff though the more extreme the motion the more you need to tinker with settings (and avoid forcing the hair into the body)

    what I could really use though right now is a description of the different settings similar to the dForce start here post/thread for cloth, if there is one someone please point me in the right direction, if not I will continue experimenting and post my findings.

    I'll try get a propper dynamic twirl pose or such for you @psyckosama, I had a small twirl animation but daz studio crashed on save

     

    Refined my high and tight flattop.  Next up: something longer but not too long.  Pretty happy with this.  I'm thinking something like Sean Connery James Bond style...

    Can these creations be shared?

    @grinch2901 This is looking super cool, nice use for the typical military buzzcut style hairs. I believe to share it, it would be easiest if you make it on a scalp/hair cap that conforms to G8 or whatever and then save the strand hair and cap as a scene subset, I havent tried but you could feasibly attempt to save it as a support prop asset parented to G8 but it may or may not complain about geometry.

    Post edited by skinklizzard on
  • nicsttnicstt Posts: 11,715
    edited June 2019

    I have been considering trying to become a PA by selling my Strand Based Hair for all the Daz Dog 8 breeds. The problem is that they really should be dForce SBH for it to be a viable saleable product but I can't create dForce SBH unless I am a PA.   I guess I might as well just give them away for free once I get something worth sharing ;)

    You can submit it.

    Once accepted you can then ask the process to enable dforce; getting accepted is about producing excellent renders to promote you product. You can get help with the packaging if you have issues (if I remember correctly on what I read).

    The same can happen with HD morphs; submit a product, then once accepted, request access to the HD morph so you can add the HD morphs you created during you modelling process.

    Lack of access to the tools does not mean you can't access them if you have a product. I have never asked or signed up for access so far; it isn't an automatic entitlement.

    If I am not correct, hopefully someone more familiar tham myself could clarify.

     

    Post edited by nicstt on
  • Oso3DOso3D Posts: 15,045

    In hindsight, I wish I had done the HD morph thing with Wyrms (though at the time I'm not sure I had the tools that would have easily created HD stuff)

     

  • JoepingletonJoepingleton Posts: 746
    edited June 2019

    ,

    Post edited by Joepingleton on
  • MattymanxMattymanx Posts: 6,955

    Fantastic work, I was wondering if Strand Based Hair can be shared too. Does anybody know how to package SBH to share them?

    Dont give up on the idea of being a PA.  Put together your best presentation of what you can do when you are ready and then contact them - https://www.daz3d.com/community/community-publishing - You will never know if you do not ask.

     

    Mendoman said:

    Ah, ok. Well, back to topic, has anybody tried making grass fields with strand tools. That's what interests me most? I was thinking that might save lots of resources instead of making tons of instances.

    You mean like this - https://www.daz3d.com/foreground-blends

  • JoepingletonJoepingleton Posts: 746
    edited June 2019

    .

    Post edited by Joepingleton on
  • Mustakettu85Mustakettu85 Posts: 2,933
    AllenArt said:

    Plus, most of the thread is strand based hair, since that is the only hair we peons are allowed to play with. <---one more person that has zero intentions of buying dforce hair (unless it's using cloth and it's Linday's).

    Linday, now, I guess that's someone who could really make something interesting with dForce hair.

    I have two of his cloth models (Classic Long Curly and Side Layered Messy) - they were as "instabuy" as it gets for me. They absolutely fit "my niche" in terms of aesthetics

    Right now out of what dForce hair has been released so far I've only wishlisted the Femme Fatale hair. And since dForce hair apparently is not perfectly optimised for 3Delight (unlike strand hair), I can definitely wait out for a deeper discount.

  • LinwellyLinwelly Posts: 5,981
    edited June 2019

    Somone askes for Grass in stranbased, so here is a first wild experiment. render time 3 and a half minutes for a 1m^2 plane with 100 segments

    (note I tried with a 1 segment plane first but theres is only one strand on each corner seen in the SBH menue, so that its a bit hard to make differences)

    generaly I'd say this will be an option with some more trying but to make it more interesting two different layers would make sense to give it some colour variation. also the ones on the short side went a bit too short

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  • ParadigmParadigm Posts: 421
    Paradigm said:

    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?

    You cannot adjust Dforce hair.

    You can't set it to a pre-drape position?

  • ParadigmParadigm Posts: 421

    It seems clear that the discussion of the tools for creating dForce hair being PA only has run its course - we are seeing the same points reiterated with increasing emphasis, and some of the comments are becoming antagonistic towards other participants. We are therefore declaring it to be at an end - any posts attempting to revive the subject will be removed.

    There it is! Took longer than I expected.

  • thd777thd777 Posts: 943
    Paradigm said:
    Paradigm said:

    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?

    You cannot adjust Dforce hair.

    You can't set it to a pre-drape position?

    What he refers to is that you cannot take the dForce hair back to the editor. That's a one-way trip. However, all the hairs I have (the two long ones) have multiple adjustments built in to optimize the shape pre-drape. You are just limited to what the maker provides. Works well for teh hairs I have though.

    Ciao

    TD

  • ParadigmParadigm Posts: 421
    thd777 said:
    Paradigm said:
    Paradigm said:

    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?

    You cannot adjust Dforce hair.

    You can't set it to a pre-drape position?

    However, all the hairs I have (the two long ones) have multiple adjustments built in to optimize the shape pre-drape. You are just limited to what the maker provides. Works well for teh hairs I have though.

    Ciao

    TD

    Ah, cool. That's what I meant! Can you use d-formers on it or are they some sort of special mesh?

  • SorelSorel Posts: 1,407

    What settings do I change to make it react to hands better? This was a 45 second sim with bristol hair.

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  • nonesuch00nonesuch00 Posts: 18,320

     

    Which is the exact point we're making in the new split-off thread, Joe. :)

    Sorry I didn't see that there was a new thread. I should have posted it there :)

    Thanks for the Hamster hair now I'll likely buy the hamster from the DAZ Store.

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