Long hairs by sshodan
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in The Commons
I find these hairs interesting for some future render ideas.
https://www.daz3d.com/dforce-floor-length-hair-for-genesis-8
https://www.daz3d.com/dforce-elven-lord-hair-for-genesis-8
But has anyone done any good renders with them, that I can see?
Comments
I used Elven Lord hair to create this image.
It is heavy on system memory. (system memory not GPU memory) Unusable with 8 GB, sims fine with 64GB.
...I have 24 GB of System RAM and a Titan-X GPU (Maxwell). When I ran a couple test sims with Primavera hair they took an average of 19 min while the product page mentioned 3 - 5 min on an RTX 2070 (nothing about system RAM).
If system memory is also factor, that should to be noted in the description.
Primavera Hair uses the dForce Cloth Engine, Elven Lord Hair is strand based. In my experience it is the strand based hairs that really lean on the system memory. I find that most of the strand based hairs I use sim very quickly, (2070 super) the above image used two different simulations on the hair and they took less than a minute each.
On the other hand, I could use the Primavera hair with my computer that had only 8GB of system memory , though it simulated more slowly.
I agree with you about having a memory/system recommendations on products. I have purchased several items, not just hairs, that behaved poorly with 8GB of memory.
I just did a piece with Primavera hair (cloth-based dForce). The out-of-the-box dForce settings were rather modified...meaning I altered the environmental settings to make it less voluminous, ran one simulation, saved it as a morph, and then simulated again with even more different environmental settings. Each simulation took maybe 5min? That's with 64GB RAM and 3090. What makes Linday's new hairs so heavy resource-wise (at least what I've noticed) are the geoshells. Their older dForce hairs don't have those geoshells and don't seem to use nearly as much resources.
I can't speak for the strand-based hairs as I avoid them like the plague. They just don't look good...like wigs about 99.9% of the time.
...thank you for that information. Use of Geoshells are explained in the product description:
A shame because this is so much better than Bolina Hair that I used in the past for this character (which distorts when some movement morphs are used to match poses). I considered the same PA's Classic Long Curly Hair (which uses neither geoshells or H-maps) but that one doesn't have the same full volume and is not as long (more like the 1971 cover photo of Carole King on the Tapestry album cover than the character Merida from the film Brave.[see attachments]).
Makes for a tough decision whether to ask for a refund or just keep it as I only paid 5$ and change on a Blink sale so it isn't the funds so much as it is how much will I use it? As long as I apply the UHT shaders I can sidestep the H-Map issue but those simulation times I experienced are still excessive compared to the times mentiond on the product page ..
@ dtrscbrutal ...ah so that's the reason, didn't realise it was strand based, which yes, is hard on system memory.
Can you turn off 'visible in simulation' on the geoshells - or even load them in after simulation and get a reasonable simulation result?