Is the Oso Draco Fur dForce, strand-based, or ...?
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Is the Oso Draco Fur dForce, strand-based, or is it the displacment-only style fur released for the otter (and other? characters earlier? It looks, from the promos to be posed in some way, not just sticking out but I can't be sure and the description is bereft of any encouraging terms!
Post edited by SimonJM on
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There are two furs, base and regular.
Base fur is a geoshell, good for medium range shots.
The regular fur is dforce hair, which, combined with base fur, looks good in close shots. You can also increase the hair count a lot for dense fur, if your machine is beefy; mine isn’t, so I designed the setup to work for ‘somewhat decent’ machines.
In this shot the front dragon has regular and base fur, while the furos further back have only base fur.
Oh, also the whiskers are dforce hair.
In addition I would recommend not bothering to run simulation on the fur.
Excellent, thank you - you shoud poke DAZ to get them to add that to the description! Going to add to my car now!
I suspect I will heed the advice about not simulating the hair as every time I have done so the render then proceeds to crash Daz Studio ..
I think I know why that's crashing and am going to work on a (thankfully easy (but a lot of updating presets)) fix.
For some reason, maps put in PS scale lead to crashes. But moving maps to PR scale... doesn't. Weird. (I just hit that issue with another item in testing)
In this case, the Whiskers have a map in PS scale (the regular fur has it in PR scale).
As a temporary fix, if you go into the whisker surfaces, Head, and remove the PS scale map and put it in PR scale, it should simulate without crashing. Though the fur isn't made to move much.
(If you want the fur to bend more, lower Shape Constraints)
Ok if you recommend not running a simulation i have to ask, why is the hair/fur dforce?
Actually, nm, still not sure why it's crashing.
Scorpio: dforce Hair gives you great control over things like hair density, the hairs are more robust, and maps give you a great ability to play around with how the fur looks. The Blended dual shader's ability to pick up UV from the base figure is a HUGE benefit.
By comparison, fibermesh can easily warp with poses and morphs, you cannot easily make fibermesh more dense or change it's distribution or length. Also it tends to render slower and involves bigger files. And then good luck with UV mapping.
So, particularly for fur, dforce Hair is incredibly useful without even simulation.
Yeah, but all that is not available with just hair/fur that is not dforced? Or is some of those features only available if you dforce it? I guess even if they are available without dforcing it, you will have some people all mad they don't have the option of dforce, even if it isn't particularly useful with this kind of hair/fur. Someone might wanna put them into a tornado or something :P
After playing with it a bunch, the big advantage of dForce Hair is that a lot of parameters get placed into the surface material, where they can be easily tweaked and saved as presets. This is... SOOO much easier, and gives PAs a lot of freedom to have all sorts of wacky presets for stuff. Like, if you want to make 'wet matted hair,' you can save a shader or material preset with different clumping values and shine. Then maybe you want long hanging hair, or springy frizzy hair, or short fuzz... preset preset preset.
It simulates fine, it just crashes when I try and do the render after having done the simulation.
More reasons to loathe that only vendors getting the option to create dforce hairs *lesigh*