PhilW's Femme Fatale dForce hair renders with a bald spot in front
![stmercy2020_9aea6b9c04](https://secure.gravatar.com/avatar/b041d7ec6f281745da3f855ef41d2e0b?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2Fb041d7ec6f281745da3f855ef41d2e0b_100.png)
I'm running into a problem when using PhilW's Femme Fatale dForce hair in that, whenever I attach it to a G8F model and simulate, I end up with an odd bald spot where teh hair cap is clearly visible and no hair is. Actually, in some cases, the hair cap also vanishes, making the model look decidedly more odd...
Now, I can adjust the hair's hip Y-Translation to 0.15 and increase line tesselation to 4 or higher and the result is better, but not perfect, and the cost is an enormous amount of processing power for a PC that doesn't yet have an RTX or Titan card. Anyone have any idea what's going on here and how to fix it?
Comments
Just a quick follow up, in case my explanation was unclear: this is the bald spot I'm referring to.
Is this a stock Genesis 8 Female or are there shapes applied? What are your simulaton settings?
There were some morphs applied, and the base figure was actually Harumi 8, but the simulation settings were straight out of the box. In the end I figured out that the problem is, apparently, that using the clicky to pull the hair back on both sides of the head applies it at 150%; anything 100% or lower on the sliders works, though.
I've had this happen on a base G8F before, though, so I thought it might be worth a mention.
Harumi https://www.daz3d.com/harumi-for-genesis-8-female ? That isn't a base, the base would be Genesis 8 Female. Sometimes when using a shape, especially one that is fairly extreme (as with the head enlargement here) it may be better to use a play range simulation, starting from the base shape in frame 0 and ending up with the target shape in he last frame.