Dynamic Hair Poke-thru with Virgin Hair Bug?
![nakamuram002](https://secure.gravatar.com/avatar/6a42252c70a7f20613f92f7007b511f0?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2F6a42252c70a7f20613f92f7007b511f0_100.png)
Why am I getting poke-thru with Dynamic Hair and Dynamic Clothes? The Collision Layer of the clothes is 1. The lowest Collision Layer of the hair is 10 - I took the default values for each material layer and multiplied them by 10. Is this a bug, or am I doing something wrong?
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/ab/cab6b59f0b86676b8e7f23d9989f76.jpg)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/ab/cab6b59f0b86676b8e7f23d9989f76.jpg)
Hair Poke-thru BugSM.jpg
600 x 600 - 73K
Comments
The primary reason you get "poke through" is because daz studio doesn't have collision detection, in the conventional sense, i.e. the software corrects anytime two geometries come into contact with each other. Think smoothing modifier, but more complex.
The Dforce collisions are only for the simulation, and have no impact on the geometry itself, so you can still have poke even with dynamics.
There's not really an easy solution.
Depending on the hair, there might be correction morph dials you can use to adjust the hair, or switch on "hidden" dials in the Parameters tab(Righclick on Parameters>click Show Hidden) and see what morph dials got transferred automatically and use those to adjust.
For example in your image, a breast morph dial, if available, might do the trick.
In the worst case, d-formers may be the only solution.
Simulate after generating hair: will be slower though, and possibly a lot slower.
Alternatively, render two, one with the hair adjusted/invised/ or something else, then composite. I use a variety of methods - depends which is quickest and gives best result.
The final fallback fix is attached a decoration/broach/change camera angle to fix.
Then there is just fix in post, which I forgot to mention.
Thanks nicstt. I think I will file a bug report regarding this issue. I want a solution, not a post-render work around.