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

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  • 3Diva3Diva Posts: 11,746
    edited June 2019

    They do look really good! You do animals at all?

    - Greg

    Yeah, I've been trying to learn fur. This is an early attempt (along with some of the assets from StrangeFate's up and coming awesome Medieval Fantasy Bedroom):

    Med Bedroom Beta Test - 1 hour 39 minutes C.png
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    Post edited by 3Diva on
  • Omg diva please sell these or let us know the settings I’m dying for more Afro hair styles!!

     

    Some quick experiments with some different styles.

     

         

     

  • RAMWolffRAMWolff Posts: 10,249

    Agreed.  Diva, honey child.. you need to put these in the store!  

  • 3Diva3Diva Posts: 11,746
    RAMWolff said:

    Agreed.  Diva, honey child.. you need to put these in the store!  

    Thank you! lol Sadly though I built them on Base Genesis 8 Female and I think in order to sell them I'd have to start from scratch and build them onto a skullcap. I don't think there is a way to transfer them to a skullcap so I'll probably have to start over and redo them all from scratch if I want to sell them.

  • 3Diva3Diva Posts: 11,746
    edited July 2019
    Karuki said:

    Omg diva please sell these or let us know the settings I’m dying for more Afro hair styles!!

     

    Some quick experiments with some different styles.

     

         

     

    hahah I'll try - they're quite complicated and have a lot of tweaks and adjustments to get the texture the way I wanted, so rebuilding them from scratch on a skullcap will take quite some time. I'm also not sure if Daz will take them without dForce since they're strand hair, I'm not sure - if not I'll have to learn how to make dForce hair which might take some time too. 

    Post edited by 3Diva on
  • GordigGordig Posts: 10,189
    edited July 2019

    Thank you! lol Sadly though I built them on Base Genesis 8 Female and I think in order to sell them I'd have to start from scratch and build them onto a skullcap. I don't think there is a way to transfer them to a skullcap so I'll probably have to start over and redo them all from scratch if I want to sell them.

    I converted a Strand-Based Hair to a figure, and after that I was able to autofit it onto a different character. If I remember correctly, I built it on a G8M, and it autofit perfectly onto a G8F.

    Karuki said:

    Omg diva please sell these or let us know the settings I’m dying for more Afro hair styles!!

    I can offer you some pointers:

    1) In the Style Curve Options, lower segment length (I usually go as low as possible). Also lower the interpolation segment length to taste.

    2) Using the Curl Curves tool, curl the hair as far as you can in either direction. This will cause the hair to curl back in on itself.

    3) Using the Surface Attract Curves tool, pull the hair out slightly. This stands the hairs up without removing all their curl.

    You can repeat steps 2 and 3 if you like. After that, I recommend keeping clumping fairly low (unless the particular style demands it), and add a very, VERY small amount of frizz for more body.

    sbhafro3.png
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    sbhafro2.png
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    sbhafro1.png
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    Post edited by Gordig on
  • PhilWPhilW Posts: 5,148

    I just posted an animation using dForce Longdrape Hair to see how well it animates - it just used its default settings, the animation is done with AniMate Belly Dance clips, the outfit is EJ's Fantasy Dancer. I hope you like it - although Longdrape Hair was not primarily made for animation, I think it fares pretty well with what is a quite demanding animation.

  • RAMWolffRAMWolff Posts: 10,249

    WOW!  

  • PhilWPhilW Posts: 5,148
    RAMWolff said:

    WOW!  

    Thank you!

  • PadonePadone Posts: 3,796
    PhilW said:

    I just posted an animation using dForce Longdrape Hair to see how well it animates

    It is also interesting that it of course behaves as real hair. So the long front strands will cover the face after a while of movements and the dancer needs to get rid of them. A real dancer would probably clip some hair to avoid making a mess during the performance. That means some weight painting is needed.

    I mean these are things that have to be taken into account when designing dforce hair.

  • PhilWPhilW Posts: 5,148
    edited July 2019
    Padone said:
    PhilW said:

    I just posted an animation using dForce Longdrape Hair to see how well it animates

    It is also interesting that it of course behaves as real hair. So the long front strands will cover the face after a while of movements and the dancer needs to get rid of them. A real dancer would probably clip some hair to avoid making a mess during the performance. That means some weight painting is needed.

    I mean these are things that have to be taken into account when designing dforce hair.

    I use an invisible face shield (which is morphable) to control how the hair falls around the face, it got disabled in the latter part of the animation to give more "messy" appearance for that section.

    By the way, you don't need weight mapping for dForce Hair, you can adjust the stiffness for both root and tip and the transition (called Bias) between them - they are all user accessible dials under the Surfaces tab.

    Post edited by PhilW on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,594

    maybe now we can render stuff like this in DAZ studio 

  • pdr0pdr0 Posts: 204
    Padone said:
    PhilW said:

    I just posted an animation using dForce Longdrape Hair to see how well it animates

    It is also interesting that it of course behaves as real hair.

     

    But it still seems to float or some sort of gravity or mass issue. There were some examples posted earlier that did the same thing , as if it was underwater or similar

     

     

  • RAMWolffRAMWolff Posts: 10,249

    maybe now we can render stuff like this in DAZ studio 

    That was lovely!  

  • SpottedKittySpottedKitty Posts: 7,232

    maybe now we can render stuff like this in DAZ studio 

    Oh, wow. I could tell right away it was animated CG fur, but this is among the best I've ever seen — better than in some films I've paid to watch.

  • nicsttnicstt Posts: 11,715
    PhilW said:
    RAMWolff said:

    WOW!  

    Thank you!

    Looks great; still looking forward to some more of your strand-based dforce hair. :D

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,594

    maybe now we can render stuff like this in DAZ studio 

    Oh, wow. I could tell right away it was animated CG fur, but this is among the best I've ever seen — better than in some films I've paid to watch.

    That’s just a random video I stumbled across not mine

    just thought I better clarify blush

  • PendraiaPendraia Posts: 3,598
    Chohole said:
    L'Adair said:

    Is there a way to reset the styling of strand hair (ie remove all brushing, trimming, ect) without having to recreate a new version of strand hair? 

    There are a couple of posts earlier in this thread. Give me a minute or two, and I'll find those comments.

    Here ya go:

    1) The painting of the fur part has no eraser option. It would need one if a person wants to be exact.

    About nr1, if it works like in Garibaldi editor, you need to set the grayscale color to 0 and repaint, to erase.

     

    dougj said:
    Another option to erase is set the brush value to 0%.

     

    AllenArt said:

    I didn't reset any colors to erase. I just put the Value slider to zero and painted over what I didn't want. Thanks to BlueIrene for that one ;).

    Laurie

     

    You'll find these comments on Page 4.

    Thanks for the suggestions. Unfortunately, they don't address my specific question. Those links discuss modifying the painting of the hair coverage in the "Distribution" tab.  What I was inquiring about was if there is a way to reset the elements in the "Style" tab. The problem I am having is that I created a strand hair set for an animal and brushed the fur to match the pose. Now I want to use a different pose and start over with a clean pelt that hasn't been brushed (groomed?) but keeps all the other settings (ie. setup, paint, distribute, clump, tweak). The first way I was doing this was starting from scratch on a new strand hair object and recreate all the settings except the "style" options.  Now I just save a preset before I brush the hair so that I can reload it if I have to start over. It's still not a very efficient solution and it would be so much easier to be able to just "Unbrush/Reset" the hair in the  "Style" tab.

    "Style workspace, Style Curve Options tool, Reset Curves"

    Thanks Cho! That is really useful to know.

    For those looking to erase the paint, holding down the Alt key works for me, if someone has already posted this sorry for spam I'm only up to page 10 of this thread.

  • PadonePadone Posts: 3,796
    Gordig said:

    I can offer you some pointers

    This is very useful indeed thank you @Gordig for this nice quick tutorial.

  • PendraiaPendraia Posts: 3,598

    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.

    Nicely done, using it over the top of the hair has made it look very real. 

  • 3Diva3Diva Posts: 11,746
    edited July 2019
    Pendraia said:

    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.

    Nicely done, using it over the top of the hair has made it look very real. 

    Thank you! :) And yeah, I think it can really "save" some of those older poly hair models that don't seem to hold up as well in Iray - Don't get me wrong, some of the older poly-hair still looks good, but many where designed for 3DL and just need a bit of a realism boost for Iray. Adding some light Strand-Based Hair on top of them can give them that nudge into more realistic looking hair. 

    Post edited by 3Diva on
  • PendraiaPendraia Posts: 3,598
    Mattymanx said:

    Been playing around with the strand based hair (no its not dForced, just sbh)

     

    Kaylyn

    https://www.daz3d.com/gallery/images/815561

    Nice work Matty!

  • PendraiaPendraia Posts: 3,598
    L'Adair said:

    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…?

    If you're using a base from someone else you may want to continue to use scene subset as they will be able to use it as long as they own the same skullcap. If you save as a wearable preset iirc it includes the geometry which would be a bad thing unless you had made the skull cap...I need someone who can confirm this though.

    Gone said:

    Made a simple short hair on a G1 hair cap and applied it to a variety of generations.

    For M4, the cap was parented and scaled to 103%. The rest were autofitted. M4 and G8M are base while the rest have some morphs dialed in. No tweaking was done to the hair it was just applied to the character as is.

    Rendered in 3delight.

    Wow, great proof of concept Gone!

    Pendraia said:

    Nicely done, using it over the top of the hair has made it look very real. 

    Thank you! :) And yeah, I think it can really "save" some of those older poly hair models that don't seem to hold up as well in Iray - Don't get me wrong, some of the older poly-hair still looks good, but many where designed for 3DL and just need a bit of a realism boost for Iray. Adding some light Strand-Based Hair on top of them can give them that nudge into more realistic looking hair. 

    I look forward to seeing what you do...you seem to have a knack for this and I agree that many of the older hairs still look good but this can make them even better.

  • Mustakettu85Mustakettu85 Posts: 2,933
    some of those older poly hair models that don't seem to hold up as well in Iray
    ... many where designed for 3DL

    You forgot about Poser.

  • Saxa -- SDSaxa -- SD Posts: 872
    edited July 2019

    Finally bought my first SBH dForce Hair.  
    heart AprilYSH's new release Lea Hair.

    Product is really loaded with options.  Especially all the dForce surfaces she provides that you can change as you (thanks Daz for making that open to all of us). Would recommend to anyone that wants to test potential of dForce Hair.
    Here are a few renders to play with and test it.

    One of my wishes was for finer hair. With all the hair that is included can see why the coarser less dense is default.  But with all the settings available and April providing a great instructional resource here (last post in thread), was able to change it how I wanted.
    My only "not like so much" is the root placements of the frontwisps surface or the fringe, which can be toggled off easily with the one click duf included.  
    But! with the Headwisps April included, well just changed the physics and used that surface as a replacement for the front hairwisps.

    This bigger image is using the headwisps (with frontwisps turned off).  Rendered in 14 minutes, 27% Converged with 1001 iterations on an RTX2080ti, DS Beta 4.11.382. (Guess the panel layers of  rain and more than 1 light source didn't help the time).

    Other thumbnails are all higher-rez so click if you want.

    Other thumbnails:
    - hair fan laying down
    - front wisps/ front fringes as is (hope i did them justice and didn't miss anything).
    - cute accident in terms of how much you can make the head-wisps dform (needs a fix under armpit lol - didn't let stabilizattion run long enough and didn't notice but too late).

     

    DF Lea Hair__Bigger.jpg
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    DF Lea Hair Laying down test.jpg
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    FringesON.jpg
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    DF Lea Hair__Cute Result.jpg
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    Post edited by Saxa -- SD on
  • AprilYSHAprilYSH Posts: 1,514

    Thank you very much for your review Saxa -- SD :) I'm still trying to find a happy medium between "I like lots of options" and "don't confuse me, it's just hair"  lol 

  • Saxa -- SDSaxa -- SD Posts: 872
    edited July 2019

    Normally would just edit/update my previous post.
    But cos, I wrote in previous post that the front fringe or wisps weren't quite right for me, want to correct that with a fresh post that is less likey to be missed.

    Found what I feel is an attractive use for the front wisps when used as a finer hair (Roots at 0.04 and tips at 0.015).  New render below.
    Also checked the fronty wisps with the more default bit thicker hair and can see why root placement is where it was.  

    April's Lea DF-SBH Hair is just more and more versatile.  smiley  Haven't even shown the renders for posing afterwards uing her custom bones/morphs that can be used fater dforce to enhance for dramatic shots.  Nice.

     

    Aprils Lea Hair w Front Fringes as fine.jpg
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    Post edited by Saxa -- SD on
  • Saxa -- SDSaxa -- SD Posts: 872
    edited July 2019
    AprilYSH said:

    Thank you very much for your review Saxa -- SD :) I'm still trying to find a happy medium between "I like lots of options" and "don't confuse me, it's just hair"  lol 

    LOL, missed this as was just finishing rendering/making into jpg and working on next write-up at same time

    I'd happily pay extra for the "I like lots of options", like a texture add-on.  Joking and really not. Being a non-PA, having the option to adapt all the dForce surface options you included in this  - is well just fabulous.  Thanks alot ! :) 

    Edit:  PS, isn't "don't confuse me, it's just hair" a bannable statement in artist communities?  /lol and sarcasm intended

    Post edited by Saxa -- SD on
  • MattymanxMattymanx Posts: 6,955
    Pendraia said:
    Mattymanx said:

    Been playing around with the strand based hair (no its not dForced, just sbh)

     

    Kaylyn

    https://www.daz3d.com/gallery/images/815561

    Nice work Matty!

    Thank you very much Penny!

  • ALLIEKATBLUEALLIEKATBLUE Posts: 2,977
    AprilYSH said:

    Thank you very much for your review Saxa -- SD :) I'm still trying to find a happy medium between "I like lots of options" and "don't confuse me, it's just hair"  lol 

    I just got this hair too but I can't get it to render. I load the hair pick the shade pose and render  All that renders is the scalp cap.  I am only using the 4.11 beta if that makes a difference.  What am I doing wrong?

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