Adding strand based hair to object

Hello there

I've created an object in blender and imported it in daz studio. I tried adding strand based hair to it with the strand based hair editor but i can't paint the object to apply the hair. Does anyone know what could be the problem?

Another question i have is about deforming strand based hair with deformers. it's extremely inaccurate imo. I tried to use deformers with a weight map but that doesn't work because i can't paint the strand based hair. My assumption is that it probably just doesn't work? in the geometry editor i can only select the vertices of the hair so maybe it is tied to this?

Comments

  • SpaciousSpacious Posts: 481

    Sounds like you probablty need to UV map the object before you export from Blender.  DAZ can't apply any sort of map to an object without a UV.

  • ridanzswerdridanzswerd Posts: 10
    edited August 2021

    that helped, thanks. i created a UV map and now i can at least paint on the object. but it doesn't work really well. when i try to paint it works only in some areas. on most of the surface it doesn't. and the pattern doesn't really make sense to me. plus some areas where i painted with left mouse button down without it acutally painting the object, still  show up as having hairs applied to them.

    Edit: for some reason drawing on the inside surface of the object works as intended. is there a way to turn it around?

    Post edited by ridanzswerd on
  • SpaciousSpacious Posts: 481

    Sounds like some parts of the model are inside out and also maybe that you exported with two sided materials,  Getting all surfaces of a sculpted object to face the same direction can be a little tricky sometimes, especially if it's a fairly complicated sculpt.  Blender has some automated tools to help fix this, but like any automated tool it can be pretty hit or miss.  Google will help you find a good tutorial for you, there are lots of them.

    UV mapping is tricky.  Blender has several different options for automating UV creation and I've found that they are each good and bad for different models.  You can also build your own UV manually, or edit one of the automated layouts so that the polygons you want next to each other are where you want them on the map.  Again there's lots of tutorials out there to help. 

    Sorry to hint at the solutions and suggest google, but while once you figure it out it's pretty easy, this topic is way to complicated for me to just explain here, and I don't just have links ready to copy and paste.

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