How can dforce hair not penetrate the floor?
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in The Commons
i creat a plane and division is 200 , but DFhair still penetrate the floor.
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i creat a plane and division is 200 , but DFhair still penetrate the floor.
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moved to the commons as it is not an offer of a freebie
The hair will only interact with the plane once the dForce simulation is ran .. If I guess at what you're trying to do .. have the model lay down with her hair lying on the floor / plane .. then you'll have to run the simulation as an animation - say 30 frames - and on frame 0, have the model hovering a couple of feet above the plane while on the end frame, have her laying in her final position. That way, once the simulation runs through the anuimation, the model will "lay down" on the plane and the hair will drape naturally onto the plane.
You can find a few dForce tutorials on my channel in my sig.
This is what happens after the simulation The hair fell straight down
What sort of simulation did you run? Animated or single frame, wiht start from memorized posion on or off, etc.?
is the plane invisible?
Dforce won't see invisible objects
You need to apply a static surface to the plane. Select it, go to the "Simulation Settings" tab, click on the options button in the upper right, and select to add a DForce Static Modifier to it.
Here's a thread that you might find helpful: https://www.daz3d.com/forums/discussion/203081/dforce-start-here
This shouldn't be necessary. Normally, dforce can and will collide with surfaces without needing to add static modifiers to them (provided they've not been hidden from the simuation). Adding a static dForce modifier to a surface is only required if you need to change simulation parameters (such as the surface friction) from their default values.
(That said, I don't know what the problem is, but I can state pretty confidently that it's not that).
Load a new plane, and just check what the divisions are set to. The plane's mesh might not be dense enough (not enough polygons for the hair to collide with). You could also try subdividing the plane that you're using. The more dense the mesh is, the more accurate (though longer) the simulation will be.
It's basically the default setting
No, it's visible
this one ?i did, but not working..
division even 1000...
Guys,I found an interesting thing, it seems that the two sides of the hair are blocked, but the middle of the hair is through
how to subdividing the plane? change division?
Is is going through the plane before simulation?
Ok, if all else is pretty much as default, when you start the simulation does the fgure 'jump back' into tthe default A-pose before heading back to the prone pose? Also, which hair is it?
no, didnt touch.
when i start, chara will return to the default action, and then change to the previously selected pose,As for hair, all DF hair are like this
I don't think this is so bad. The important thing is what the final render looks like, not the preview, and there is a lot of hair that looks okay. The hair that went through the plane would not be visible anyway.
Basically, for the hair to fall on the floor, you need to raise it above the floor before running the simulation. In this example, I raised the hair above the floor and then turned off the option of running the sim from the intial pose.
Your image showing half the hair on the plane and the other half below the plane is what you'll get by running dForce on Current Frame while you have your model in it's final pose.
As I mentioned up on my first post up top .. you need to run the simulation as an animation .. on your settings you have it set at Current Frame .. the hair isn't going to automagically jump above the plane before settling if you do Current Frame .. You need to set "Frames To Simulate" to "Animation Range" and then you need to do run an animation with your model, on the first frame, floating 2 foot above the plane (or when ALL the hair is above the plane) and then, on the final frame, the model is lying flat on the plane in your final pose. It will then run the simulation over the number of frames you have in your animation (I suggest 30) .. each frame lowering the model bit by bit towards the plane and having the hair settle naturally.
I don't want to spam YouTube video links here - but take a look on my YouTube channel in my Sig - you'll find a video showing what I mean by using dForce on a skirt over a 30 frame animation and a ground plane .. the same principle applies to hair.
but if you check second pocetur so many hair go through the plane ,and final render is same
Hmm. Something is not right with this image at all. Is this strand based hair?
i think your video Solved my problem!
thank you very much!
I have a new problem. I have set the initialization time to 0. However, during the simulation, the characters will still move, not just static frames. How can I simulate only the current frame? frame to simulate is set to current frame now here is my option.
I'm not quite sure what you mean .. but .. to take a guess - try changing "Start Bones From Memorized Pose" to OFF and see if that addresses the problem .. but, that's only if I think I know what you mean!! :)
No matter the scene i always have start bones from memorized pose to off. if I need to go from one pose to another, I just use the timeline animation instead
I honestly don't know why the majority still image rendering customers cannot just style editor based not dforce strandbased hair to do exactly what they want.
Dforced strandbased based hair is exceedingly limited in its use because it has to be uneditable so people will buy it and honestly only useful to the tiny percentage of people who render animation or lack the skill to style their own hairs.
I have noticed a significant move back to dforce hair that is not actually strandbased by PA's
I only buy the latter myself now, I have totally given up on dforce strandbased
Probably not related to the issue at hand, but an instanced plane, or any object, will not be visible in simulation. Learnt that the hard way.... made a floor plane and instanced it to complete the room, then couldn't work out why simualtions fell through it.