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© 2025 Daz Productions Inc. All Rights Reserved.
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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.
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 :)
Thank you Diva, I will try iot.
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.
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.
Sea Salt reacts very nicely to dForce wind!
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.
That looks beautiful Hanabi :)
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.
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.
(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?
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.
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.
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 :)
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 posting that diva :)
You're welcome. I love the hair! Thank you for your beautiful creations!
Hmm... I don't know whart's causing this little bald spot and the usual morphs aren't fixing it. Any advice?
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.
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
@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.
Tried that, it just increased the height of the hair behind the bald spot.
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.
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.
@ "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.
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.
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
Hi there :)
Please try watching this video and see if this helps you.