Reposing and or adding morphs with strand based hair?

Hi :-)

I've been playing with the new strand based hair on the Hivewire horse model and am loving the possibilities so far although it's been a lot of trial and error without documentation. I was satisfied with the grey unicorn's hair in the attatched render and after a couple of weeks tried to add the saved hair to a differently posed model (same horse) with diferent morphs. It all looked good in the hair editor after I updated the geometry, even with full hair preview turned on, as it did in the main working window but on rendering it all came out as a mess, does anyone know why this is happening and if there is a work around please?

Thank you, Angela

Daz Studio strand based hair editor.jpg
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Daz Studio strand based hair view.jpg
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Daz Studio strand based hair posing fail.jpg
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HWH Strand Hair Unicorn 007b.png
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Daz Studio strand based hair editor update geometry button.jpg
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Comments

  • MattymanxMattymanx Posts: 6,949

    What version of DS Beta was it made in?

    What version of DS Beta are you currently using?

    How did you save the hair?  Is it a wearable preset or something else?

    Did you start a new scene and merge in the old or did you load the old and merge in a new horse and resave the scene?

     

  • LadyfyreLadyfyre Posts: 58
    Mattymanx said:

    What version of DS Beta was it made in? 

    What version of DS Beta are you currently using?

    How did you save the hair?  Is it a wearable preset or something else?

    Did you start a new scene and merge in the old or did you load the old and merge in a new horse and resave the scene?

     

    Thank you for your reply :-) 

     

    It was made in the previous version a couple of weeks ago, sorry can't find the actual version number now as I just installed the latest update today which is what I have opened it in.

    The hair was saved as a wearable preset in the previous beta version, and was made on a figure that I had already posed and dialed up a character as I found that doing it the other way resulted in this same issue. I tried loading it on a previously saved (scene subset) character from an older render that was in a similar but not the same pose hoping with the update that it would work.

    The workflow today was:

    • open scene subset in blank scene
    • apply the wearable preset hair
    • looks good in preview
    • render, see hair is placed different to full hair w/widths in editor
    • click update surfaces in hair editor - horses pose now reflect that in scene
    • everything looks good
    • test render - no change
    • tried brushing hair differently in editor
    • still no change in render
    • scratch head?

     

  • MattymanxMattymanx Posts: 6,949
    edited May 2019

    I just did a test in an older scene with a single hair piece.

    I deleted everythign in the scene except the hair.  Loaded in a new figure (same model as the old one of course)

    Selected the hair and told DS its fit to the new base figure

    Opened the editor with the hair selected, did update geometry and then just clicked through each tab one by one quickly to see it looks ok

    Preview in the viewport was good and the render was identical to what I saw.

     

    So I wonder if your issue is because ALL the hair is a single item (object) instead of each being a seperate hair node.

    Go back to the saved scene you first made the hair in (from which you saved out the wearable presets)

    Select the hair node in teh scene tab.

    Then go to "Edit > Duplicate > Duplicate Nodes..."

    Do this so you have a total of six in the scene.  Then rename them so one is the tail, the main and each leg

    Then open up each in the editor and delete what not needed for each.

    Save a new scene for convience.

    Save each new hair node as a Scene Subset instead of a wearable preset.

     

    This will also allow you to set different thickness and density for each area.  Doing it this way will also allow you to be selective in the future so you dont have to load what you dont need.

     

     

    Post edited by Mattymanx on
  • LadyfyreLadyfyre Posts: 58
    Mattymanx said:
    I just did a test in an older scene with a single hair piece.
    Mattymanx said:

    I deleted everythign in the scene except the hair.  Loaded in a new figure (same model as the old one of course)

    Selected the hair and told DS its fit to the new base figure

    Opened the editor with the hair selected, did update geometry and then just clicked through each tab one by one quickly to see it looks ok

    Preview in the viewport was good and the render was identical to what I saw.

     

    So I wonder if your issue is because ALL the hair is a single item (object) instead of each being a seperate hair node.

    Go back to the saved scene you first made the hair in (from which you saved out the wearable presets)

    Select the hair node in teh scene tab.

    Then go to "Edit > Duplicate > Duplicate Nodes..."

    Do this so you have a total of six in the scene.  Then rename them so one is the tail, the main and each leg

    Then open up each in the editor and delete what not needed for each.

    Save a new scene for convience.

    Save each new hair node as a Scene Subset instead of a wearable preset.

     

    This will also allow you to set different thickness and density for each area.  Doing it this way will also allow you to be selective in the future so you dont have to load what you dont need.

     

    That's interesting, I was actually wondering if it was due to the hair being attached to several body parts like the sections of the neck but this makes more sense. I'm currently waiting for a render to finish but will try this and report back thank you :-)

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