Is there any way to tone down dForce fur?

Looking around on the shop and seeing dForce fur, a lot of the time it seems...idk, too...much? Reynard for example. Reminds me a bit of a stuffed animal. No offense to the creator.

But is there a way to make Reynard's fur look more realistic? Less defined almost?

This isn't just specific to Reynard but other dForce fur I see in promos.

On that note how difficult is simulating dForce fur in comparison to hair? Because I hear hair is hard to simulate.

Comments

  • GordigGordig Posts: 10,174

    By "toned down", do you mean less dense? Finer? What about it isn't realistic to you?

  • UpiriumUpirium Posts: 711

    Gordig said:

    By "toned down", do you mean less dense? Finer? What about it isn't realistic to you?

    it's hard for me to explain really. 

    i guess the closest i could come to it would be the general look of Dire Wolf for Daz Dog 8 

     

     

  • GordigGordig Posts: 10,174

    If anything, I would describe Reynard's fur as toned down compared to the dire wolf, so that doesn't help me understand what you're after. 

  • UpiriumUpirium Posts: 711

    Gordig said:

    If anything, I would describe Reynard's fur as toned down compared to the dire wolf, so that doesn't help me understand what you're after.

    it's like it's too shiny and too defined i guess? maybe finer is what i'm looking for? 

  • Oso3DOso3D Posts: 15,042

    Ah, that's useful!

    So what you can do is make sure the fur's line tessellation is set to 3, line width is, say, half what it is, then go to see pr hair density and double it.

    You can keep halving/doubling until you hit a point you are happy with or your computer melts.

    The basic problem is most of us don't have computers that can reasonably render totally realistic numbers of hair, so I, at least, have to juggle to hit a point where it looks pretty good and is still usable.

    Good luck!

    (i also find that reducing opacity can make hair look softer and more natural, but it's easy to overdo this)

  • GordigGordig Posts: 10,174

    Looking at the surface parameters of Reynard (R) and Dire Wolf (DW) side by side, here are the differences pertinent to your goal:

    • Line width (R .4 - 0 , DW .5 - .25, also Reynard has UV Line Width at 1 compared to 0 for Dire Wolf, but I don't know what that setting does)
    • Glossy Layer Weight (R .5, DW .2) and Base Roughness (R .5, DW .8)
    • Highlight Roughness and Separation are the same, but Weight is different (R .05, DW .11), but I don't know how much that factors in to the final look

    Play with those and see how you like the final look.

  • UpiriumUpirium Posts: 711

    Oso3D said:

    Ah, that's useful!

    So what you can do is make sure the fur's line tessellation is set to 3, line width is, say, half what it is, then go to see pr hair density and double it.

    You can keep halving/doubling until you hit a point you are happy with or your computer melts.

    The basic problem is most of us don't have computers that can reasonably render totally realistic numbers of hair, so I, at least, have to juggle to hit a point where it looks pretty good and is still usable.

    Good luck!

    (i also find that reducing opacity can make hair look softer and more natural, but it's easy to overdo this)

    I don't know if it would melt my ocmputer persey but my issue seems to be that my amd driver crashes everytime it hits around 30-35 minutes of simulating, or at least it did on the corveyn cape. 

  • UpiriumUpirium Posts: 711

    Gordig said:

    Looking at the surface parameters of Reynard (R) and Dire Wolf (DW) side by side, here are the differences pertinent to your goal:

    • Line width (R .4 - 0 , DW .5 - .25, also Reynard has UV Line Width at 1 compared to 0 for Dire Wolf, but I don't know what that setting does)
    • Glossy Layer Weight (R .5, DW .2) and Base Roughness (R .5, DW .8)
    • Highlight Roughness and Separation are the same, but Weight is different (R .05, DW .11), but I don't know how much that factors in to the final look

    Play with those and see how you like the final look.

    i don't have reynard but i will keep this in mind when i do end up with anything with more fur that's not to my liking 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,538

    the toy look generally comes from a uniform length, animals mostly have a thicker undercoat and thin hairs of a longer length 

  • Oso3DOso3D Posts: 15,042

    I take effort to have varied lengths of fur, mainly by using noise maps.

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