Problem: Hair skull caps visible, making my hair products unusable
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Problem: Hair skull caps visible, making my hair products unusable
I have a variety of female G3 and G8 hair products from numerous vendors. recently every single one of them shows all or small bits of the skull cap on the the forehead and/or temples. In some cases it is a complete dark swath across the entire forehead and temples, and sometimes there are small blotches or thin tendrils showing, that almost appear to be hair strands. This problem is not limited to new or old products, and happens on the G3 or G8 model the hair was designed to fit, as well as auto-fit, and manual fitting to the "wrong" model. It happens on the originals and on coonverted versions.
I have found no fix, thus my hair library is unusable.
Anyone know what might be happening? This began to be a problem after the latest update (4.12) though 4.11 also had this problem to a lesser degree. Note: I am an Iray only user, but this problem is also visible in the viewport while setting up a scene, so...????
Edit: This morning I cannot replicate these errors!? (with only one exception on a very old, converted hair product on a G8 character) Now I am more confused than ever.
Comments
I've been seeing the same. Like faint lines in the forehead region. It's like the hair is poking through the skin.
I think it's more when you pose and place expressions on the face that move the forehead region. It's usually small enough that I can heal after the render in GIMP, but very annoying.
Perhaps this is part of it, though I assumed the hair fit would adjust to such changes. We all know what happens when we 'assume' though.
I've been seeing a lot of this, too. It's not a problem I've had in the past, but just today I tried Drago hair on Hyun Ki. Both are Gen8 male, but the man had a fancy little hair-colored headband all around. It's a problem.
Adjust the hair fit controls. Apparently a lot of G8 figures have heads that deviate quite a lot from the base models. Either expand the whole hair or increase the forrehead fits (by only a little bit in most cases).
I will give that a try, simple fix is always the last thing I think of with Daz, lol
Never heard of the world center issue, but few of my characters are ever moved much, generally just rotatated on their y-axis.
Nah. Ive seen this happen a few times at 0,0,0.
hide them with the geometry editor
also I myself use more than one hair with matching diffuse maps to plump them out
Somone wrote that they thought it occurred when the resolution of the hair is higher than the figure. I had not tested this theory but there was a post about it in the support forum
Geometry editor?? Always something new to learn, I have never used this (read ... actively avoided 'cause it looked complicated) ah well, time to suck-it-up and learn.
Never thought of using more than one hair product at once - the ideas you guys are providing! Thanks
Some additional infor for others with this sort of problem:
See the "Problems with OOT hair products" question in this forum.
More techniques for fixing odd hair problems.
I've noticed this. To resolve, make sure the skull caps do not clip into the model. For example, if the front of the skull cap clips into the forehead, where it clips, you'll get some artifacts. Expand the cap so that it is fully extended past the part that's clipping and it will no longer render the artifacts.
Yeah this happens with basically every OOT hair I own. My solution is to always increase the `forehead depth` adjustment by 2-4%. Sometimes a very slight forehead width adjustment too.
I understand that they have to paint part of the skull cap to make it blend in with the rest of the hair so there's no bald patches. But I don't understand why they don't make the rest of it invisible. And using the adjustment dials to make the skull cap smaller is useless because it makes the hair on top of the head sink into the head, and then it starts looking bad. Some people seem to know how to make hair that doesn't have this problem.
Try selecting the skull cap, add a smoothing modifier, adjust smoothing and collision.