This is still a work in progress, but I feel like I'm close to having a basic short hair for males to use as a starting point.
I used two hairs for this. I created the first one and styled it. Then I duplicated it. I opened the editor with the copy and made it a lot less dense, and a bit messier. I'm not happy with the hairline. I thought if the edge were a blurred greyscale, it might make for a better hairline, but what I got are individual hairs that look out of place.
I read about making the sections smaller, but I already had this styled. I tried making the sections smaller when I edited, but it didn't work.Even without looking at the larger image, you can see the hard angles looking at the part.
As I'm trying to create a starting point, all the styling is with the brush and scissors. Once I'm happy with the "base" and have it safely saved, (probably in a scene file that is read-only,) I'll try applying some of the other tools.
This is still a work in progress, but I feel like I'm close to having a basic short hair for males to use as a starting point.
I used two hairs for this. I created the first one and styled it. Then I duplicated it. I opened the editor with the copy and made it a lot less dense, and a bit messier. I'm not happy with the hairline. I thought if the edge were a blurred greyscale, it might make for a better hairline, but what I got are individual hairs that look out of place.
I read about making the sections smaller, but I already had this styled. I tried making the sections smaller when I edited, but it didn't work.Even without looking at the larger image, you can see the hard angles looking at the part.
As I'm trying to create a starting point, all the styling is with the brush and scissors. Once I'm happy with the "base" and have it safely saved, (probably in a scene file that is read-only,) I'll try applying some of the other tools.
Excellent. Looking forward to seeing more of your progress.
I forgot to mention, I created the hair on a hair cap. I used the scalp from Retro Hair by RedzStudio. My mask is a derivative of the hair's transmap, with all but the edges a solid color to begin with. I didn't like the density of the front sides. In Photoshop, I lowered the opacity of my mask to 80% over a black layer, then painted another layer with white over the areas I wanted thicker. Then in the SBH Editor, I increased the density to 40. That may be a bit too dense, though.
I am guessing but I think only a handful of PA's will have the interest to use it, I guess I will have to submit requests to them for the hairs and figures I want
PhilW and Oso3D are the two likely ones and RAWart but probably only for his figures
I want Male hairs long ones for all the generations which is not likely to happen
I am guessing but I think only a handful of PA's will have the interest to use it, I guess I will have to submit requests to them for the hairs and figures I want
PhilW and Oso3D are the two likely ones and RAWart but probably only for his figures
I want Male hairs long ones for all the generations which is not likely to happen
This is my fear, as well. Making dForce strand hair is a totally different skill set than regular hair.
I know I'm just getting started with seriously learning to use the Strand-Based Hair, but I think hair caps for human figures, at least, is the way to go. I'd love to see Redz put together a skull cap product with skull caps for all the Genesis generations. Maybe a second skull product for generation 4 and earlier. Maybe Daz could buy them and make them DOs or, better yet, PC+.
Then if Daz ever adds the capability to move SBH from one object to another, (please, Daz, this would be awesome,) we could create a hair on a G8M cap, then transfer it to a G8F cap. From there, a simple matter of modifying the existing settings to optimize the style for the ladies. Or transfer it to an earlier generation male, and tweak. And so on…
dForce Hair has the potential of being totally awesome, and I'm looking forward to seeing a lot of it in the store within the coming months. However, we don't have to wait for a PA to create the hair we've been hoping for. We can do that ourselves with the SBH editor. I get that SBH isn't going to work well with animation, but it can be great for still images.
And who knows? Becoming adept at SBH could be the first step toward becoming a PA.
can we share our custom sbh for public? is there any way save it?
So far, it looks like the best way to save SBH is as a scene, or scene subset. You can then share the .duf file. Then if the people who want to use your hair have all the objects in the scene, it should work.
For example, if you create fur for the Dog 8, and save it as a scene, loading the scene duf file will work for anyone who has Dog 8.
I assume the same will be true if you use a skull cap, (separate scalp,) from an existing product.
It may be possible to save the hair as a prop asset, however, if you use a skull cap from another product, you cannot share it as a prop asset. You can only share something you've saved as an asset if all the mesh and textures involved are your own, (or from a merchant resource, as long as you meet their limitations, which usually includes you can't give it away for free.)
However, I haven't tried saving one as a support asset, so I can't say for sure that it will work. Perhaps someone has tried, and can report their results here…?
I've always used "wearable preset" for all my Garibaldi - and now - SBH hair. But, hey, that's just me.
As for the hair caps, there are several free ones kicking around. No real need for a lot of fancy morphs to fit every character and generation. All you are really interested in is the hair, so the cap would be rendered invisible. Just parent to the characters head and use the scale settings to make it fit - more or less - just inside the characters head and your done. In many cases, you can probably get away with just autofitting.
Since dynamic hair relies on draping for the various poses, the cap is a great way to increase the usefulness of the product. As long as the SBH editor doesn't let you load the cap WITH the character you put it on, styling long hair (for non dynamic use) will be a serious pain. Short hairs that don't require styling for different poses would work just fine.
I've always used "wearable preset" for all my Garibaldi - and now - SBH hair. But, hey, that's just me.
As for the hair caps, there are several free ones kicking around. No real need for a lot of fancy morphs to fit every character and generation. All you are really interested in is the hair, so the cap would be rendered invisible. Just parent to the characters head and use the scale settings to make it fit - more or less - just inside the characters head and your done. In many cases, you can probably get away with just autofitting.
Since dynamic hair relies on draping for the various poses, the cap is a great way to increase the usefulness of the product. As long as the SBH editor doesn't let you load the cap WITH the character you put it on, styling long hair (for non dynamic use) will be a serious pain. Short hairs that don't require styling for different poses would work just fine.
Thank you for chiming in. Now that I think of it, I believe I've seen others mention using the wearable preset.
As for the caps, I like the idea that they fit the head they are on, and provide a base scalp texture. One of the drawbacks mentioned several times in this thread is how bad the hairline can look. With a texture on the scalp, either with a skull cap as I used with my short hair, or separately, as I did when I used the Shaved Hair product, the SBH hairline blends with the figure much better, imo.
However, I can also see how one could use any cap, as long as the hair doesn't end up floating over the target's skin.
I haven't tried long hair yet. I assume it's going to be a lot more work…!
I tried to put dForce Hair on my baby character. I am blowing the wind from the front side. This little lion added a mane to the HiveWire House Cat with Strand Based Hair. dForce Hair and Starand Based Hair are very fun and extend my work.
I tried to put dForce Hair on my baby character. I am blowing the wind from the front side. This little lion added a mane to the HiveWire House Cat with Strand Based Hair. dForce Hair and Starand Based Hair are very fun and extend my work.
I tried to put dForce Hair on my baby character. I am blowing the wind from the front side. This little lion added a mane to the HiveWire House Cat with Strand Based Hair. dForce Hair and Starand Based Hair are very fun and extend my work.
I tried to put dForce Hair on my baby character. I am blowing the wind from the front side. This little lion added a mane to the HiveWire House Cat with Strand Based Hair. dForce Hair and Starand Based Hair are very fun and extend my work.
So, what are the best simulation settings you guys have noticed work well for dforce hair?
We as DAZ Store customers and not DAZ PAs we shouldn't have to change the dForce hair simulation settings. They should already be setup correctly for the type of hair it is - wispy Caucasian blond hair should have different settings than thick black Mongoloid hair, understanding that both have variance, the PA should still account for that variance when they design their dForce hair products. Paying such prices means that we customers should expect that dForce hair is set up to be look and behave realistically when simulated.
So, what are the best simulation settings you guys have noticed work well for dforce hair?
We as DAZ Store customers and not DAZ PAs we shouldn't have to change the dForce hair simulation settings. They should already be setup correctly for the type of hair it is - wispy Caucasian blond hair should have different settings than thick black Mongoloid hair, understanding that both have variance, the PA should still account for that variance when they design their dForce hair products. Paying such prices means that we customers should expect that dForce hair is set up to be look and behave realistically when simulated.
No, not -those- settings. I meant in the simulation tab where the dforce simulation is started from.
Has anybody rendered any energenic animations of this new strand-based dForce hair? I'm thinking something along these lines:
These tests were done in December of 2017, and the big fat hairs were meant to be like guide hairs to get some motion going (no real further development has been done).
So, what are the best simulation settings you guys have noticed work well for dforce hair?
We as DAZ Store customers and not DAZ PAs we shouldn't have to change the dForce hair simulation settings. They should already be setup correctly for the type of hair it is - wispy Caucasian blond hair should have different settings than thick black Mongoloid hair, understanding that both have variance, the PA should still account for that variance when they design their dForce hair products. Paying such prices means that we customers should expect that dForce hair is set up to be look and behave realistically when simulated.
No, not -those- settings. I meant in the simulation tab where the dforce simulation is started from.
Oh, seems like those being at the natural defaults should be already done. The good, better, best and such things shouldn't change the final results too noticably really.
Has anybody rendered any energenic animations of this new strand-based dForce hair? I'm thinking something along these lines:
These tests were done in December of 2017, and the big fat hairs were meant to be like guide hairs to get some motion going (no real further development has been done).
- Greg
I rendered out a test of the femme fatale hair for you here
Has anybody rendered any energenic animations of this new strand-based dForce hair? I'm thinking something along these lines:
These tests were done in December of 2017, and the big fat hairs were meant to be like guide hairs to get some motion going (no real further development has been done).
- Greg
I rendered out a test of the femme fatale hair for you here
Thanks, Skink. The hair seems very "floaty," like she's dancing on the moon.
Comments
This is still a work in progress, but I feel like I'm close to having a basic short hair for males to use as a starting point.
I used two hairs for this. I created the first one and styled it. Then I duplicated it. I opened the editor with the copy and made it a lot less dense, and a bit messier. I'm not happy with the hairline. I thought if the edge were a blurred greyscale, it might make for a better hairline, but what I got are individual hairs that look out of place.
I read about making the sections smaller, but I already had this styled. I tried making the sections smaller when I edited, but it didn't work.Even without looking at the larger image, you can see the hard angles looking at the part.
As I'm trying to create a starting point, all the styling is with the brush and scissors. Once I'm happy with the "base" and have it safely saved, (probably in a scene file that is read-only,) I'll try applying some of the other tools.
Excellent. Looking forward to seeing more of your progress.
@Diomede_Carrara, Thank you.
I forgot to mention, I created the hair on a hair cap. I used the scalp from Retro Hair by RedzStudio. My mask is a derivative of the hair's transmap, with all but the edges a solid color to begin with. I didn't like the density of the front sides. In Photoshop, I lowered the opacity of my mask to 80% over a black layer, then painted another layer with white over the areas I wanted thicker. Then in the SBH Editor, I increased the density to 40. That may be a bit too dense, though.
I decided to play around with adding dforce to sbh to make grass that responds to stuff thats standing on it, with variable success.
settings need tweaking so that it leaves a trail and doesn't stick into the colliding object
and some stills:
Grass without the sphere
and grass with feet
That looks really good! Well done!
L'Adair, EXCELLENT! Thanks for sharing!
Still no more dForce hairs in the store. ☹️
Thank you, @Divamakeup.
Thank you, too, @RAMWolff.
I seem to recall the dForce clothing arrived slowly in the beginning, too.
I am guessing but I think only a handful of PA's will have the interest to use it, I guess I will have to submit requests to them for the hairs and figures I want
PhilW and Oso3D are the two likely ones and RAWart but probably only for his figures
I want Male hairs long ones for all the generations which is not likely to happen
Agreed as not my forte.
True enough.
This is my fear, as well. Making dForce strand hair is a totally different skill set than regular hair.
if maybe they can at least grow them on hair caps we could use them on any figure even legacy ones
can we share our custom sbh for public? is there any way save it?
I know I'm just getting started with seriously learning to use the Strand-Based Hair, but I think hair caps for human figures, at least, is the way to go. I'd love to see Redz put together a skull cap product with skull caps for all the Genesis generations. Maybe a second skull product for generation 4 and earlier. Maybe Daz could buy them and make them DOs or, better yet, PC+.
Then if Daz ever adds the capability to move SBH from one object to another, (please, Daz, this would be awesome,) we could create a hair on a G8M cap, then transfer it to a G8F cap. From there, a simple matter of modifying the existing settings to optimize the style for the ladies. Or transfer it to an earlier generation male, and tweak. And so on…
dForce Hair has the potential of being totally awesome, and I'm looking forward to seeing a lot of it in the store within the coming months. However, we don't have to wait for a PA to create the hair we've been hoping for. We can do that ourselves with the SBH editor. I get that SBH isn't going to work well with animation, but it can be great for still images.
And who knows? Becoming adept at SBH could be the first step toward becoming a PA.
So far, it looks like the best way to save SBH is as a scene, or scene subset. You can then share the .duf file. Then if the people who want to use your hair have all the objects in the scene, it should work.
For example, if you create fur for the Dog 8, and save it as a scene, loading the scene duf file will work for anyone who has Dog 8.
I assume the same will be true if you use a skull cap, (separate scalp,) from an existing product.
It may be possible to save the hair as a prop asset, however, if you use a skull cap from another product, you cannot share it as a prop asset. You can only share something you've saved as an asset if all the mesh and textures involved are your own, (or from a merchant resource, as long as you meet their limitations, which usually includes you can't give it away for free.)
However, I haven't tried saving one as a support asset, so I can't say for sure that it will work. Perhaps someone has tried, and can report their results here…?
I've always used "wearable preset" for all my Garibaldi - and now - SBH hair. But, hey, that's just me.
As for the hair caps, there are several free ones kicking around. No real need for a lot of fancy morphs to fit every character and generation. All you are really interested in is the hair, so the cap would be rendered invisible. Just parent to the characters head and use the scale settings to make it fit - more or less - just inside the characters head and your done. In many cases, you can probably get away with just autofitting.
Since dynamic hair relies on draping for the various poses, the cap is a great way to increase the usefulness of the product. As long as the SBH editor doesn't let you load the cap WITH the character you put it on, styling long hair (for non dynamic use) will be a serious pain. Short hairs that don't require styling for different poses would work just fine.
Thank you for chiming in. Now that I think of it, I believe I've seen others mention using the wearable preset.
As for the caps, I like the idea that they fit the head they are on, and provide a base scalp texture. One of the drawbacks mentioned several times in this thread is how bad the hairline can look. With a texture on the scalp, either with a skull cap as I used with my short hair, or separately, as I did when I used the Shaved Hair product, the SBH hairline blends with the figure much better, imo.
However, I can also see how one could use any cap, as long as the hair doesn't end up floating over the target's skin.
I haven't tried long hair yet. I assume it's going to be a lot more work…!
I was only trying to reach a PA doable solution for adding Dforce hairs to older characters since we cannot do our own.
BTW if you load the included Dforce Mohawk you can drag it onto another loaded character if it’s the same base and then delete the example mesh.
The same with the Strand based sample too.
I tried to put dForce Hair on my baby character. I am blowing the wind from the front side. This little lion added a mane to the HiveWire House Cat with Strand Based Hair. dForce Hair and Starand Based Hair are very fun and extend my work.
This is hilarious; good job.
I tried to put dForce Hair on my baby character. I am blowing the wind from the front side. This little lion added a mane to the HiveWire House Cat with Strand Based Hair. dForce Hair and Starand Based Hair are very fun and extend my work.
Thank you.
Totally adorable Randy!
Thank you very much.
We as DAZ Store customers and not DAZ PAs we shouldn't have to change the dForce hair simulation settings. They should already be setup correctly for the type of hair it is - wispy Caucasian blond hair should have different settings than thick black Mongoloid hair, understanding that both have variance, the PA should still account for that variance when they design their dForce hair products. Paying such prices means that we customers should expect that dForce hair is set up to be look and behave realistically when simulated.
Has anybody rendered any energenic animations of this new strand-based dForce hair? I'm thinking something along these lines:
These tests were done in December of 2017, and the big fat hairs were meant to be like guide hairs to get some motion going (no real further development has been done).
- Greg
Oh, seems like those being at the natural defaults should be already done. The good, better, best and such things shouldn't change the final results too noticably really.
I rendered out a test of the femme fatale hair for you here
Thanks, Skink. The hair seems very "floaty," like she's dancing on the moon.