*Released dforce Sea Salt* Commercial

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Comments

  • nicsttnicstt Posts: 11,715

    Haha.

    Perils of Pauline Test! Poor Pauline, I'm sure that "is my hair hanging right," is not her pressing concern right now.

    Anyway, just got this.

  • chevybabe25chevybabe25 Posts: 1,278
    daveso said:
    daveso said:

    "Ok, I'm having some problems...

    1. It was a G3 hair trying to fit on G8. I had read in the forums to look in lost & found and tried that hair. Neither hair is named G3 or G8 so theres no way to know which is which,

    2. I can't find Viewport LineTesselation sides

    3. The BIGGEST problem: There is nothing that says Actor and no morphs at all that I can find.

    Please help! Looking forward to trying this beautiful hair!"

     

    Ok.. I have to apologize for the lack of G3 label in smart content . I think it was Barbult that had mentioned it to me after the soft curls was released.  I did try. I just checked the folder and all the materials are marked, but I missed the actual hair objects. Sigh.  Sorry for that confusion guys. I will get better at this I swear!!

    I am making a list now of presets and improvements so that I can knock this stuff out of the park. - So going forward G3 will have a dang G3 label (sigh.. how did I miss this?)

    I will try and include a couple gloss options 

    A hmat preset to get these hairs to show in the NVIDIA viewport ( another thing I keep missing and meaning to do)

    I would eventually like to include a pdf but I honestly have had no time to write a book.  There is a lot of information, and every hair is so different.  Maybe I can figure out a way to include a link that takes artists to these forum pages at the very least.

    If there is anything else that you think I need to include in the future please let me know. 

    will there be an update then for this hair?

    As soon as I can find some time, ill ask to submit an update and save everyone some headaches.. so yes.. it just may be awhile.

    thats
    very cool,
    of you,
    to do. 

    The hair is really nice. Great product. Thanks yes

    You are very welcome :)  Thanks for the compliments!

     

     

    But will the hair hang straight down if I hang my model upside down over a tank of sharks (Think Perills of Pauline)

    LOL. Yes. If you simulate it.

     

     

    OKay, thanks, I was aksing because I have your Soft Curls Hair and this is what I got when I tried the Pereils of Pauline test.

    Now I feel bad that I laughed.  The soft curls were set up to be really stiff.

     

    Thank You Diva for the answer and the example :)  

     

  • daveso said:
    daveso said:

    "Ok, I'm having some problems...

    1. It was a G3 hair trying to fit on G8. I had read in the forums to look in lost & found and tried that hair. Neither hair is named G3 or G8 so theres no way to know which is which,

    2. I can't find Viewport LineTesselation sides

    3. The BIGGEST problem: There is nothing that says Actor and no morphs at all that I can find.

    Please help! Looking forward to trying this beautiful hair!"

     

    Ok.. I have to apologize for the lack of G3 label in smart content . I think it was Barbult that had mentioned it to me after the soft curls was released.  I did try. I just checked the folder and all the materials are marked, but I missed the actual hair objects. Sigh.  Sorry for that confusion guys. I will get better at this I swear!!

    I am making a list now of presets and improvements so that I can knock this stuff out of the park. - So going forward G3 will have a dang G3 label (sigh.. how did I miss this?)

    I will try and include a couple gloss options 

    A hmat preset to get these hairs to show in the NVIDIA viewport ( another thing I keep missing and meaning to do)

    I would eventually like to include a pdf but I honestly have had no time to write a book.  There is a lot of information, and every hair is so different.  Maybe I can figure out a way to include a link that takes artists to these forum pages at the very least.

    If there is anything else that you think I need to include in the future please let me know. 

    will there be an update then for this hair?

    As soon as I can find some time, ill ask to submit an update and save everyone some headaches.. so yes.. it just may be awhile.

    thats
    very cool,
    of you,
    to do. 

    The hair is really nice. Great product. Thanks yes

    You are very welcome :)  Thanks for the compliments!

     

     

    But will the hair hang straight down if I hang my model upside down over a tank of sharks (Think Perills of Pauline)

    LOL. Yes. If you simulate it.

     

     

    OKay, thanks, I was aksing because I have your Soft Curls Hair and this is what I got when I tried the Pereils of Pauline test.

     

    You could try turning limits off on the Gravity setting and turning it to 65. I also recommend these settings prior to simulation:

    And dialling up the "Stretch Stiffness" (in the surfaces tab) to 1.00.

    You can probably tweak it a bit more, but that should help. Those settings with Soft Curls hair end up simulating like this:

    Thank you Diva, I will try iot.

  • nicsttnicstt Posts: 11,715
    edited June 2020

    Same image as previously, other than I imported Sea Salt Hair into Blender; looking pretty damn good imo. I tweaked my shader as it didn't look right, but I like tweaking. laugh

    A very nice hair; sims nice too, which I do before exporting it.

    @Chevybabe25

    Thank you for this product, more please; a really long one would be great, although I bet it would be a lot of work.

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    Post edited by nicstt on
  • Sea Salt reacts very nicely to dForce wind!

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  • chevybabe25chevybabe25 Posts: 1,278
    nicstt said:

    Same image as previously, other than I imported Sea Salt Hair into Blender; looking pretty damn good imo. I tweaked my shader as it didn't look right, but I like tweaking. laugh

    A very nice hair; sims nice too, which I do before exporting it.

    @Chevybabe25

    Thank you for this product, more please; a really long one would be great, although I bet it would be a lot of work.

    Thanks Nic :)  Feelin the love. There are several more that Daz has already snatched up.. I am just going to have to alternate for my workflow.  Long hair is the equivalent of 2 short styled hairs in terms of work. It's honestly a labor of love.  

     

     

    Hanabi said:

    Sea Salt reacts very nicely to dForce wind!

    That looks beautiful Hanabi :)

  • nicsttnicstt Posts: 11,715
    nicstt said:

    Same image as previously, other than I imported Sea Salt Hair into Blender; looking pretty damn good imo. I tweaked my shader as it didn't look right, but I like tweaking. laugh

    A very nice hair; sims nice too, which I do before exporting it.

    @Chevybabe25

    Thank you for this product, more please; a really long one would be great, although I bet it would be a lot of work.

    Thanks Nic :)  Feelin the love. There are several more that Daz has already snatched up.. I am just going to have to alternate for my workflow.  Long hair is the equivalent of 2 short styled hairs in terms of work. It's honestly a labor of love.  

     

    After having spent some time creating fibre hair in Blender, I can imagine. It takes time just to get it looking decent in a static pose; there's loads more work to get it ready for Studio and some of it definitely isn't fun.

    BTW: your profile pic; that hair looks interesting. cheeky

  • wscottartwscottart Posts: 442

    Wish I had found this thread before trying out the hair. Took me a few minutes to to discover how to make it appear in Iray preview. The information decribing how the strand based parts are grouped is invaluable. 

  • cajhincajhin Posts: 154

    (dForced out of shape, intentionally. Boring scene, but this needed to be a salt water beach; and at this angle the hair looks best in this scene)

    Spent a lot of time trying to improve on this, to get a flawless side shot. Timeline trickery with invisible objects etc., but no joy. One of my usual dForce problems is that hair does not want to fall down, then gently curve to lie flat on the ground. It's either too stiff, or the scalp area detoriates, or it bends in sharp 90° angles when it hits the ground. C'est la vie...

    "Save as OBJ, then load morph": Linday explained how it works with his hair, it's very useful. Couldn't get it to work on other hair. Has anyone tried with Salty hair? The big one for me is that with a timeline, I end up with 1500 MB scene files and no way to remove frames; Linday's trick solves that.

    Note on product docs: well, developers and documentation, fire and ice... but IMO just paste the first post into a PDF and that's already way way better than nothing at all. Would be nice if PAs would spend an hour or two on it, it's so valuable to get tips from the makers. Like, there's a 100 dials and you already figured out which ones are worth exploring.

    Q: in that scene, is there a trick to get the hair behind the left hand, without using the timeline?

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  • jd641jd641 Posts: 459

    Would anyone mind showing the hair directly from the side? In the promo shots it looks like the back goes up but I don't see that happening in other people's images. I'm hoping that the back is even with the rest of the head.

  • chevybabe25chevybabe25 Posts: 1,278
    edited June 2020
    cajhin said:

    (dForced out of shape, intentionally. Boring scene, but this needed to be a salt water beach; and at this angle the hair looks best in this scene)

    Spent a lot of time trying to improve on this, to get a flawless side shot. Timeline trickery with invisible objects etc., but no joy. One of my usual dForce problems is that hair does not want to fall down, then gently curve to lie flat on the ground. It's either too stiff, or the scalp area detoriates, or it bends in sharp 90° angles when it hits the ground. C'est la vie...

    "Save as OBJ, then load morph": Linday explained how it works with his hair, it's very useful. Couldn't get it to work on other hair. Has anyone tried with Salty hair? The big one for me is that with a timeline, I end up with 1500 MB scene files and no way to remove frames; Linday's trick solves that.

    Note on product docs: well, developers and documentation, fire and ice... but IMO just paste the first post into a PDF and that's already way way better than nothing at all. Would be nice if PAs would spend an hour or two on it, it's so valuable to get tips from the makers. Like, there's a 100 dials and you already figured out which ones are worth exploring.

    Q: in that scene, is there a trick to get the hair behind the left hand, without using the timeline?

    The product docs.. I have just gotten some info on how I can provide it.. so future products will be able to access these particular threads.  I have a bunch of reasons for not wanting to book this information .  There is a lot of it ( I already have 4 threads on this stuff I think? )  Each hair is different and has it's own limitations. So many questions, troubles etc arise that I find it best if I can keep all the info in one public place where others can search and find the answer they are looking for.    Another reason;  New users.  People can become easily frustrated.  This info can complicate and overwhelm the new users experience. I want everyone to have a good experience using this tech, and a good experience using my products.  I have been asked to keep it simple ;)

     

     

    For that particular image you are doing.. here's what I would do:

    Use the "Sim Most" option

    In the scene tab select the dforce sea salt and expand it

    Click on the Sea Salt 

    In the parameters tab:

    Select Wind Right. id try dialing it up to only like 35 percent and see how it would drape. 

    Then hit the simulate button. I do not use the timeline at al, but maybe another customer can offer some

    If the hair hasn't settled enough or shows a bunch of pulling, you will have to increase the pose transition time under the simulation tab.  

    I would also suggest maybe adjusingt her pose so that her upper body is closer to the ground and the hair has more length to perform a puddle on the ground.

    Post edited by chevybabe25 on
  • chevybabe25chevybabe25 Posts: 1,278
    edited June 2020
    jd641 said:

    Would anyone mind showing the hair directly from the side? In the promo shots it looks like the back goes up but I don't see that happening in other people's images. I'm hoping that the back is even with the rest of the head.

    There is a bump.  There is also a morph to shrink it :)

    Simulating the hair will also reduce it and make it look more natural.

     

    Edited. I lied. There is a morph that can make it larger.

    Post edited by chevybabe25 on
  • jd641jd641 Posts: 459
    edited June 2020
    jd641 said:

    Would anyone mind showing the hair directly from the side? In the promo shots it looks like the back goes up but I don't see that happening in other people's images. I'm hoping that the back is even with the rest of the head.

    There is a bump.  There is also a morph to shrink it :)

    Simulating the hair will also reduce it and make it look more natural.

     

    Edited. I lied. There is a morph that can make it larger.

    oof, the hair looks amazing but I didn't like the look of bump when it's visible. :(

    Would setting the enlarge morph into the negatives basically elliminate it or would that make it clip and go wonky?

    Post edited by jd641 on
  • chevybabe25chevybabe25 Posts: 1,278
    jd641 said:
    jd641 said:

    Would anyone mind showing the hair directly from the side? In the promo shots it looks like the back goes up but I don't see that happening in other people's images. I'm hoping that the back is even with the rest of the head.

    There is a bump.  There is also a morph to shrink it :)

    Simulating the hair will also reduce it and make it look more natural.

     

    Edited. I lied. There is a morph that can make it larger.

    oof, the hair looks amazing but I didn't like the look of bump when it's visible. :(

    Would setting the enlarge morph into the negatives basically elliminate it or would that make it clip and go wonky?

    Mine can reduce the size no problem.  I do not have a clean install though.  So if any one else out there can check.. would be greatly appreciated :)

  • 3Diva3Diva Posts: 11,746
    edited June 2020
    jd641 said:
    jd641 said:

    Would anyone mind showing the hair directly from the side? In the promo shots it looks like the back goes up but I don't see that happening in other people's images. I'm hoping that the back is even with the rest of the head.

    There is a bump.  There is also a morph to shrink it :)

    Simulating the hair will also reduce it and make it look more natural.

     

    Edited. I lied. There is a morph that can make it larger.

    oof, the hair looks amazing but I didn't like the look of bump when it's visible. :(

    Would setting the enlarge morph into the negatives basically elliminate it or would that make it clip and go wonky?

    There is a "Crown Larger" morph and dialling it in at -100% reduces the bump quite a bit:

    Here's the hair before dialling in the "Crown Larger" morph:

    Both of these are of the hair after simulation. If you're not going to simulate the hair you can still use the morph to reduce the bump. However, if you're going to simulate it I highly recommend adding the "Crown Larger" morph only after simulation. Appling it before simulation can cause slight flyaways of some of the hair on top.

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    Post edited by 3Diva on
  • chevybabe25chevybabe25 Posts: 1,278

    thank you for posting that diva :)

  • 3Diva3Diva Posts: 11,746

    thank you for posting that diva :)

    You're welcome. I love the hair! Thank you for your beautiful creations!

  • WonderlandWonderland Posts: 7,046
    edited June 2020

    Hmm... I don't know whart's causing this little bald spot and the usual morphs aren't fixing it. Any advice?

     

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  • wscottartwscottart Posts: 442
    edited June 2020

    Product says its for G3 and G8, When I attempt to load on g8 I am getting the autofit dialogue. Is there a  file to load it on g8?- Never mind I found it hiding in the lost and found so I had to categorize the g8 duf.

    Not sure if that was my install or if that was everyone elses experience.

    Post edited by wscottart on
  • jd641jd641 Posts: 459
    jd641 said:
    jd641 said:

    Would anyone mind showing the hair directly from the side? In the promo shots it looks like the back goes up but I don't see that happening in other people's images. I'm hoping that the back is even with the rest of the head.

    There is a bump.  There is also a morph to shrink it :)

    Simulating the hair will also reduce it and make it look more natural.

     

    Edited. I lied. There is a morph that can make it larger.

    oof, the hair looks amazing but I didn't like the look of bump when it's visible. :(

    Would setting the enlarge morph into the negatives basically elliminate it or would that make it clip and go wonky?

    There is a "Crown Larger" morph and dialling it in at -100% reduces the bump quite a bit:

    Here's the hair before dialling in the "Crown Larger" morph:

    Both of these are of the hair after simulation. If you're not going to simulate the hair you can still use the morph to reduce the bump. However, if you're going to simulate it I highly recommend adding the "Crown Larger" morph only after simulation. Appling it before simulation can cause slight flyaways of some of the hair on top.

    Thank you for the example! It's a really nice hair, but even with the reduction it's bothering me enough that I haven't bought it yet. Hopefully chevybabe's next hair will be even on top, that will be an instant buy from me. :D

  • chevybabe25chevybabe25 Posts: 1,278

    @Wonderland .  I really don't know.  I would try inscreasing the scale of the scalp by a a percent or two and see if that fixes it.

  • nicsttnicstt Posts: 11,715
    edited June 2020

    @Wonderland .  I really don't know.  I would try inscreasing the scale of the scalp by a a percent or two and see if that fixes it.

    Smoothing helps in these instances too - and/or sub-d; depends what's there.

    ... It's usually, I've noticed, if the subdivided (or not) mesh is out of alignment geometry-wise with the other mesh.

    Post edited by nicstt on
  • WonderlandWonderland Posts: 7,046
    edited June 2020

    @Wonderland .  I really don't know.  I would try inscreasing the scale of the scalp by a a percent or two and see if that fixes it.

    Tried that, it just increased the height of the hair behind the bald spot.

    Post edited by Wonderland on
  • chevybabe25chevybabe25 Posts: 1,278

    Sent you a sitemail :) Once we get this squared away I can post the solution back in here :)

  • WonderlandWonderland Posts: 7,046

    Sent you a sitemail :) Once we get this squared away I can post the solution back in here :)

    Thanks, I responded. But I'm going to sleep now, so I'll check back in the morning. smiley

  • cajhincajhin Posts: 154
    edited June 2020

    Collection of comments...


    @ "Each hair is different and has it's own limitations."
    EXACTLY THIS. Can you imagine if you buy 5 hairs from 4 vendors and every one behaves diffently and on top you're a stupid n00b like me?
    It takes SO much time to figure out what works and what doesn't for a particular hair.
    If there was a simple readme for each one (oh how I wish) that said 10 things like
    "with this particular hair, don't use dynamics in timelines, that way lies trouble"
    this would be SO helpful.

    Note: if you're dreading the 'publishing process'; if you send me a raw text dump I'll structure, format, layout and PDF it for you.
    That stuff is easy peasy IF you know how. I do.

    @ "For that particular image you are doing.. here's what I would do:"
    Thanks a lot for helping out!
    Actually I did those things already but my particular scene is difficult.
    One hard challenge of posing a lying figure is "hair must never initially intersect with the ground".
    Wish all hairs had a morph for "just lift it all up, higher, higher, dForce will take care of it"

    @ myself

    Forgot in my last post: "I like this hair and would buy again".
    For *my particular style* (I don't use dForce for the standard upright still poses - it's only worth the effort in funky poses IMO)
    Salty is a bit like MRL long hair: difficult to master, heavy on resources, but it can do unique cool things.
    It has the potential to look really good if you stroke it just right.

    @ "bald spot"
    chevybabe already pointed it out; this looks very much like the figure head is pushing through the scalp (cap).
    The hair itself cannot cover this, focus on the scalp. Try right click; select "dforce Sea Salt: head"
    (or select manually from Scene tab); then play with Properties>Scale and/or translate Z.

    See attached screenshot.
    (I assume your figure has some morphs on the head shape)

    @ "G3...G8...Lost&Found"
    Thank you!! I had the same issue, accepted it, grumbling.
    Now I found it in Lost and Found, together with 30 other items.
    Never looked there, no idea what causes this, no idea what fixes it.

    @ "side shot" "don't like the bump"
    I noticed that bump, too, and didn't like it. The issue I think is not there's too much crown,
    but that the crown has too much hairspray and will not bend out of shape while the rest does.
    With "Local constraint stiffness 0.5" for everything it looks ok; see attached render (completely out of the box, just stiffness 0.5).
    Note: I've played with this hair for hours but don't know which hairgroup the crown is.
    Again, yay for documentation. Linday shows the groups in a PDF and attention to detail like this makes me want to buy more from a vendor.
    Also, you educating us in this thread puts you on my "good stuff, buy without second thoughts" list. Thanks.

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    Post edited by cajhin on
  • chevybabe25chevybabe25 Posts: 1,278
    edited June 2020

    @ "For that particular image you are doing.. here's what I would do:"
    Thanks a lot for helping out!
    Actually I did those things already but my particular scene is difficult.
    One hard challenge of posing a lying figure is "hair must never initially intersect with the ground".
    Wish all hairs had a morph for "just lift it all up, higher, higher, dForce will take care of it"

    So, That's one of the cool things about dhair.  So as long as the hair is not initially colliding with the body and there is a plane underneath her,  the hair poking hrough the plane in the beginning may actually be a good thing to get the effect you want. This way you can see how much length you have that will collide with the plane.  The default simulation settings, will bring her back to tpose, animate, spin her on to the ground and the hair will collide with the plane as long as it is visible.

    Post edited by chevybabe25 on
  • chevybabe25chevybabe25 Posts: 1,278

    Also just a general update.  I have spoken to the Daz gods and there will be an update on the smart content part by early next week. As soon as I have a smidge of time, I will update the other things I mentioned.

  • rcmarketing2021rcmarketing2021 Posts: 0
    edited December 2020

    O País das Maravilhas disse:

    Também quero dar algumas dicas rápidas sobre esse cabelo em particular.

     

    Este é um dos fios de cabelo que eu não recomendaria alterar as configurações de dinâmica se você estiver animando uma simulação. Deixe-os para sua própria sanidade :)

    Se você estiver apenas usando a gravidade .. bater para fora .. deve se comportar perfeitamente.

     

    Se você achar que seu cabelo está grudado demais no corpo, use o "Head Bend Back Morph". antes de simular. Também parece muito melhor depois de certas simulações.

     

    Além disso, sempre me esqueço de adicionar uma predefinição especial para que o cabelo fique visível na janela de exibição da nvidia. Desculpe pessoal .. Eu honestamente nunca uso. Então, para aqueles de vocês que estão lutando para descobrir por que está ficando invisível na janela de visualização da nvidia:

    Clique no cabelo em sua cena.

    Clique na guia de parâmetros.

    Role para baixo na guia de parâmetros e altere os lados da tesselação da linha da  janela de visualização   e altere de 0 para 3 .

     

    Também me certificarei de adicionar a palavra cabelo aos meus produtos no futuro. São as pequenas coisas simples que sinto falta quando coloco essas coisas complicadas juntas.

     

     

    Ok, estou tendo alguns problemas ...

    1. Era um cabelo G3 tentando caber no G8. Eu tinha lido nos fóruns para pesquisar achados e perdidos e tentei aquele cabelo. Nenhum dos cabelos se chama G3 ou G8, então não há como saber qual é qual,

    2. Não consigo encontrar os lados do Viewport LineTesselation

    3. O MAIOR problema: Não há nada que diga Ator e nenhuma morfologia que eu possa encontrar.

    Por favor ajude! Estou ansioso para experimentar este lindo cabelo!

     

    Hi ,

    Please, I bought dforce sea salt but it doesn't appear on Nvidia. When rendering to see the hair my computer crashes. How can I solve this?

    Mod Edit :-  to sort out the quote

     

    Post edited by Chohole on
  • chevybabe25chevybabe25 Posts: 1,278

    Hi there :)

    Please try watching this video and see if this helps you.  

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