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Unfortunately, some hair is not converted. Tried to transform this hairstyle. This is probably because the hair cards consist of several polygon loops.
https://www.daz3d.com/justify-hair-for-genesis-8-males
Diffeomorphic works too slowly. I had to reduce the number of strands by 96% to see any result. Maybe there is some workaround? How to optimize the hair for conversion for this addon?
As for diffeomorphic be sure to get the dev version as recent optimizations were made there. Though in general I'd advise to avoid complex daz hair and rather use the blender tools for that, especially with the new 3.5.
https://bitbucket.org/Diffeomorphic/import_daz/downloads/
A lot of my converted hairs using either tool end up looking pretty frizzy. Lots of random loose strands on top and around the sides. What settings or tweaks would fix that and make the hair look smoother?
https://docs.blender.org/manual/en/latest/physics/particles/hair/index.html
The render, shape and children settings are for the strands "quality".
My problem is with some hairs and mostly on big hairs I don't know why but when I apply a pose on the character they hair messes up some parts go to the right another parts go to the left is there some way to fix it?
In daz studio hairs are figures so they may have morphs and jcms for posing. If this is the case you can import them as custom morphs or via daz favorites with easy import. Otherwise you can do an example of a specific hair that doesn't work with exact steps to reproduce the issue.
ok uuh i used echo 8.1 with oot wild loop tail hair on this one, exported them to blender using diffeomorphic imported into blender using the import daz button,then i merged rigs, seperated the scalp from the hair and used the addon to convert the hair,added a pose to the caracter and that happands.
When you convert hair you have to pay attention to the strand orientation, otherwise the addon may grow hair the wrong direction causing distortions when you pose the figure. Unfortunately it is not possible to determine the strand orientation automatically since it depends on the hair style, though usually it is top-down.
Also be aware that OOT custom shaders are not supported.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Hair/Make Hair
i think i got it going from what you said i increassed the width in this addon and now it works, thx alot but now i have a quyestion if i want to move for exemple just some part of the hair is there a way to do that?
I'm not a hair expert. For what I know for mesh hair you can edit the armature and the weightmaps, this suits better manual animation. For particle hair you can use dynamics and force fields, this suits better secondary animation since you haven't much control. There may be new options with geonodes but diffeomorphic doesn't support them yet. You may find better answers at blender artists.
https://blenderartists.org
Of course it is also possible to use multiple particle systems and only apply dynamics to some of them, that may be what you want. To do that you can separate the hair before conversion. You can also use multiple emitters by separating or duplicating the scalp.
i stand corrected doesnt matter what i do the hair still messes up.
did you saw the img? i dont want to do nothing i just want to apply a pose to the character but every time i do that the hair messes up and i dont know why, i tryed upping and lowering the single strand width, upping and lowering the strand radius, tryed with and without morph on character, tryed with a bones merged character and without bones merged but still the hair messes up
and its not only with oot hair its with every hair i tryed
Again, did you check the strands orientation ? You may post a picture of the hair uv map.
Some PAs may use mixed strand orientations within the same hair style. If this is the case you have to check the uv map and separate the hair by strand orientation before converting. In general a good conversion to particle hair is not straightforward you have to spend time on conversion, optimization and strands editing. Unless the hair is SBH or dforce that will come the same as daz studio. So you may end up using the mesh hair if conversion to particle is not practical for this specific hair style.
update.
Just tried and I can't reproduce the issue, it works fine here. The wild loop is top-down so no need to change anything. I also added a note in the wiki to explain better what strand orientation is. Be sure to update to 1.7.2 since there's many bug fixes.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Hair/Make Hair
steps:
p.s. It is possible that you selected the figure instead of the scalp for the hair conversion, in that case the hair follows the figure pose and deformations happen as in your picture. You have to separate and select the scalp, not the figure.
i didnt knew the uv map had any hand on how the hair mesh behaves thats new to me, here it is the uv map.
i pressed the scalp, becuse when i seperate the scalp and do the conversion i allways hide everything and let only the scalp and hair showing.
on that image are you using diffeomorphic hair converter or hair converter addon from cinus?
I only provide support for diffeomorphic, since it's the one I use and contribute to. For Cinus' I can't help.
well the problem occurs with cinus addon for converting hair i didnt tryed diffeomorphic hair converter so
Does anyone happen to have a screenshot/link to the post with j cade's node setup?
can someone point me in the direction to the latest version of this add-on and also documantation on the best way to modify the hair strands to be optimized for UE5
i also wanted to know where can we find the node setup from j cade...
its mentioned but there is no link not here nor on github
https://www.youtube.com/watch?v=y_TqW42EbEs&pp=ygUPaGFpciBkYXogdW5yZWFs
i saw this and it works for any strand-based hair, including fur on creature characters based on Genesis 8/8.1/9
I've downloaded and installed the latest 2.1.2 Daz Hair Converter and installed it on Blender 3.6. When I try to follow the instructions for the converter, I seperate the scalp cap, and when I go to convert the hair it is greyed out and Blender says "(undocumented operator)"
Any suggestions?
i have tried 12 different hair and not a single one has worked.
Hi , really like this addon , would like to ask is there update for blender 4.0?
Hey @Cinus,sorry for bothering you. Your addon has stopped working in the latest blender 4.0 version. I tried contacting Jobutsu from the github repo but couldn't so i thought might as well try asking you.
I use the addon a lot so i was wondering if you or anyone would be willing to update it for blender 4.0 ?
I would really appreicate it but i am also fully aware you might not want to so it's just a request.
Here is the error i am getting :
Thank you so much if anyone does decide to do it.
As a workaround you could use an older version of blender to import your hair, save it, then re-open with Blender 4.0. After the hair is converted to particles it should work in 4.0.
I spent a lot of time using particle hair but I finally took the plunge and learned the new hair curve system. Diffeomorphic converts it very fast and it really does have a lot more flexibility.
How do I resolve this error?
It is actually quite simple to solve!
In Blender 4.0's release notes https://developer.blender.org/docs/release_notes/4.0/python_api/ it is mentioned:
All you have to do is to open the hair.py script with a text editor (notepad) and change
child_nbr
on line 316 tochild_percent
. Then restart Blender.THANK YOU SO MUCH !!! you really saved me a lot of pain in the bootyhole. I really appreciate your help. It now also works with Blender 4.1 too.
I have attached the fixed version if anyone doesn't want to fix the addon themselves, though download on your own risk.
Download Link :
https://files.catbox.moe/zc23t0.zip