Underwater hair?

If I wanted to have a character underwater and wanted the hair to have that floating look, is there specific hair that works better than others? Is there a way to get this effect with d-force?

Comments

  • SevrinSevrin Posts: 6,309

    Yes, I would suggest using hair that uses dForce cloth, such as Linday's or Arki's merman/maid hairs Alascanus Hair for Genesis 8 Male(s) with dForce | Daz 3D and Aguja Mermaid Hair with dForce for Genesis 8 Female | Daz 3D/

    The trick will be to adjust gravity settings and stopping the simulation once you have achieved the look you want.

  • DaventakiDaventaki Posts: 1,624

    I would suggest using dforce cloth hair like Sevrin suggests or if you dont want to use dforce check out praes store over at Rendo they have some hair that would work.

  • HylasHylas Posts: 5,068

    I've had success getting an underwater effect on dForce clothes by setting gravity to 0, perhaps it also works on dforce hair?

  • SkyewolfSkyewolf Posts: 480

    Setting the gravity to zero (or even a negative number) and lowering the density of dforce hair (NOT "dhair" but true dforce hair like Linday's). Lowering the density helps the hair move freer (and lowers the sim time a little). It's how I got this underwater render. (I used Linday's Classic Wet Hair)

  • I used Streaming Hair for Genesis 3 Female(s) for the following renders

  • xyer0xyer0 Posts: 6,020

    SAV Zero Gravity Hair can accomplish this sans dForce.

  • GordigGordig Posts: 10,171

    Side Swept Rose Hair has a lot of morphs that are useful for an underwater look. I personally would use dForce, though.

  • dracorndracorn Posts: 2,345
    edited November 2022

    Honestly, any long, flowing hair with decent morphs can be used for underwater.  

    In this older render, I'm using Christina Hair for G2F on Genesis 2 females.

     

     

    Mandala - Mermaids 3000x3000 Cropped.jpg
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    Post edited by dracorn on
  • AnnikasArtAnnikasArt Posts: 48
    edited November 2022

    Thank you everyone, I have some ideas to try now. smiley

    Edit: Okay, I tried some experiments and I was surprised how well it worked, except... the hair I decided to use for my tests (https://www.daz3d.com/gayll-dforce-hair-for-genesis-8-females) didn't have all the hair do what the simulation was asking it to do. For example: I wanted to see if I could get results as if the figure had jumped into the water, so all the hair going up. Most of it went up, but some areas didn't respond at all, which frankly made those parts look ridiculous. So my questions now, are: Can this be fixed? Is there a trick to getting all the hair to respond? Is this just not a well developed product?

    Post edited by AnnikasArt on
  • felisfelis Posts: 4,617
    edited November 2022

    I thought that the hair was using the dForce Hair engine, which cannot be changed by the users.

    But it is actually using the dForce cloth enigne, which can be changed.

    Ways to change it:

    A) Create dForce weightmap node on the hair, and you can paint change (add or subtract)

    B) Remove dForce from the hair, and reapply it. This will cause the whole hair to become dForce. You can still add a dForce weightmap node and adjust.

    In the below image I removed dForce and reapplied, and set the strngth of the haircap to 0, and then simulated with negative gravity. It looks a little weird, both due to the haircap, and due to the hairstrands are not homogenious. You should probably make the haircap transparent, and with some care of the angle it might work.

    Second image is an earlier frame in the simulation.

    Gayll_hair_test.png
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    Gayll_hair_test2.png
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    Post edited by felis on
  • GordigGordig Posts: 10,171

    Users have more control of the dForce hair parameters than you might think.

  • felisfelis Posts: 4,617

    Gordig said:

    Users have more control of the dForce hair parameters than you might think.

    You can change parameters, yes.

    But I don't see how you can include hairstrands, that have been excluded from simulation into the simulation. 

  • vonHobovonHobo Posts: 1,699

    How about this hair, and you don't even need to use dForce as it comes with many morphs that look like (to me at least) underwater:

    https://www.daz3d.com/dforce-romeo-hair-for-genesis-8

    dforce-romeo-hair-for-genesis-8-11-daz3d.jpg
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  • vonHobovonHobo Posts: 1,699

    Here is another good product for underwater. It also has a color expansion:

    https://www.daz3d.com/fanta-sea-hair-for-genesis-8-females

    https://www.daz3d.com/colors-for-fanta-sea-hair

  • GordigGordig Posts: 10,171

    felis said:

    Gordig said:

    Users have more control of the dForce hair parameters than you might think.

    You can change parameters, yes.

    But I don't see how you can include hairstrands, that have been excluded from simulation into the simulation. 

    Do you have an example of the kind of hair you're talking about?

  • There is also this hair... looks like it has lots of morphs :-) :

    https://www.daz3d.com/dforce-fe-wave-hair-for-genesis-8-and-81-female

  • RGcincyRGcincy Posts: 2,837

    These have the head part way above the surface with the hair below the surface floating up but not full immersion. Done with dForce. I never tried with the head completely under water but same approach might work.

    floating hair w drop wet hair.jpg
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    floating hair w so wet shader.jpg
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    floating hair.png
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  • Thanks again, everyone that's helping. I get lost on the create a "weightmap node" stuff, so I will try some of the other hair suggestions. If anyone can link a tutorial that explains weightmap node stuff like they're teaching a 5 year old I would really appreciate it, I do want to learn, it's just Daz has changed a LOT since I used to use it before lol, It's embarrassing how many other dumb questions I have, but I'm trying to take baby steps.

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