Why do you use Strand Based Hair?

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Comments

  • Ki-JenKi-Jen Posts: 64
    edited November 2023

    felis said:

    WendyLuvsCatz said:

    https://www.daz3d.com/fe-cute-dynamic-short-hair-for-genesis-9

    well this just confuses stuff further

    obviously not strandbased but instead of Dforce now calling Dynamic?

    I was also somewhat puzzled about the naming.

    It doesn't mention dForce, so I wonder if "dynamic" just covers over some morphs. 

    The hair is not dForce and only has a few basic morphs. To call that "dynamic" is bold. But for 3 bucks it's okay, so I didn't complain.

    Post edited by Ki-Jen on
  • DartanbeckDartanbeck Posts: 21,570
    edited November 2023

    When it looks great, I use it. If it doesn't I don't. I never return it though. If I don't like it on one character, I almost Always know someone it will look good on. 

    Dire Wolf and many of my Genesis 8 and 8.1 Male monsters look Fantastic with their SBH!!! 

     

    One can never tell (unless the artist explains it to us in the store page) whether it works in animations or not. For those that don't... I reserve for characters that either don't need the dynamics or background folk.

     

    RawArt's Snow Beast looks really cool with his, while poor Sol, who Snow Beast is saving, is using Linday's Amazing cloth-based dForce hair. Love it!!!

    Post edited by Dartanbeck on
  • richardandtracyrichardandtracy Posts: 5,679
    edited November 2023

    Q: Why do I use SBH? A: Because I forget which ones have it and inadvertently use them.

    I don't think my machine has the grunt to live with the density required to make SBH look as good as/better than polygonal/ClothBasedEngine dForce hair in a decent time. As a result, I don't deliberately used SBH. I am keeping those I have for a machine in the future with sufficient grunt.

    Regards,

    Richard

    Post edited by richardandtracy on
  • GoggerGogger Posts: 2,399

    I like the IDEA of SBH, but the hairlines are always just so cringy to me. I know a couple hairs have tried to address it, but in general the hairline looks like an advertisement for a hair plug clinic.  I find myself gravitating to Winfield and OOT hairs when I care how it LOOKS more than how cool the technology is.

    I would LOVE to be proven dead wrong with lots of SBH examples, so go ahead, pile on!  I'll wait right here with payment method in hand.

  • tsroemitsroemi Posts: 2,744

    I'll at least try and use anything hairwise, really, if I like the general style and think it will fit my idea. And in my experience, everything stands and falls with the abilities of the PA. I have lovely and easy to work with hairs of all makes, and bad ones that make my PC wheeze. I do like it better when I can see the hair in Iray preview and don't have to do a proper render everytime I want to check some minor detail (that's with dForce hair, right? I confuse which is which all the time), but apart from that, all comers are welcome!

  • takezo_3001takezo_3001 Posts: 1,979
    edited November 2023

    I like hair that can pose well in any situation as I do a lot of dynamic posing, but I do love dForce as well so... Both, so both are great in my opinion!

    EDIT: Crap, I was thinking trans-mapped hair, as I don't use strand-based at all, but maybe I should give it a go one of these days!

    Post edited by takezo_3001 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,219
    edited November 2023

    Ki-Jen said:

    felis said:

    WendyLuvsCatz said:

    https://www.daz3d.com/fe-cute-dynamic-short-hair-for-genesis-9

    well this just confuses stuff further

    obviously not strandbased but instead of Dforce now calling Dynamic?

    I was also somewhat puzzled about the naming.

    It doesn't mention dForce, so I wonder if "dynamic" just covers over some morphs. 

    The hair is not dForce and only has a few basic morphs. To call that "dynamic" is bold. But for 3 bucks it's okay, so I didn't complain.

    yeah, I puppeteered the wind

     

    video is filament (looks better in iray)

    and slomo as those sleeves exploded 100 frames in so extended what I had

    Post edited by WendyLuvsCatz on
  • DartanbeckDartanbeck Posts: 21,570
    edited November 2023

    Gogger said:

    I like the IDEA of SBH, but the hairlines are always just so cringy to me. I know a couple hairs have tried to address it, but in general the hairline looks like an advertisement for a hair plug clinic.  I find myself gravitating to Winfield and OOT hairs when I care how it LOOKS more than how cool the technology is.

    I would LOVE to be proven dead wrong with lots of SBH examples, so go ahead, pile on!  I'll wait right here with payment method in hand.

    You're not wrong, but I'd love to provide a solution that sometimes (most of the time) works for me:

    Add a mesh hair product that does have a decent scalp line and use a material for it that matches closest to what you need

    1. Select Geometry Editor
    2. Select new Mesh hair
    3. Right-click empty part of scene > Geometry Selection > Select by > Surface > Select the scalp, cap or whatever they're calling it
    4. Right-click > Geometry Selection > Invert Selection
    5. Right-Click > Geomerty Editing > Delect Selected Polygons > Yes

     

    If you're going to use dForce for the SBH, select the new hair cap and, in Parameters pane go to Display > Visible in Simulation = Off

     

    Post edited by Dartanbeck on
  • Dartanbeck said:

    Dire Wolf and many of my Genesis 8 and 8.1 Male monsters look Fantastic with their SBH!!! 

    Well, this bug with Dire Wolf was not addressed so far as I am aware, and I had to resort to fixing the hand/fur intersection in Photoshop for this image.

     Consider this another way that SBH Editor could be updated and improved, by giving Daz users more control and the ability to edit SBH hair they purchased on the Daz store.

  • DartanbeckDartanbeck Posts: 21,570

    UncannyValet said:

    Dartanbeck said:

    Dire Wolf and many of my Genesis 8 and 8.1 Male monsters look Fantastic with their SBH!!! 

    Well, this bug with Dire Wolf was not addressed so far as I am aware, and I had to resort to fixing the hand/fur intersection in Photoshop for this image.

     Consider this another way that SBH Editor could be updated and improved, by giving Daz users more control and the ability to edit SBH hair they purchased on the Daz store.

    I don't have that issue, and Love how it looks. Still, I do wish that they'd give a little more design control over to the end user. I mean... we buy the stuff it would be nice if we could edit what we buy a bit. Hence the big debate between SBH and Mesh. 

    I use Linday's hair whenever I can because it Is Mesh. 

  • DartanbeckDartanbeck Posts: 21,570

    I didn't mean that to sound cynical, but when I read it back....

    Argh.

     

    Okay here's my take:

    When I shop for hair, I really try to avoid strand-based hair, simply because there is almost Nothing we can do with it on our end. It either works as-is or it sits in the library taking up space.

     

    That said, when I do get products that come with it, like fur, I do believe that it's a Huge benefit to the look of the figure - shortcomings and all. 

    In that situation, I do try dForce and have had some success with it - like on Yeti, but I try to work with the limitations.

     

    I really do wish that they'd unlock it some more for the end user instead of only PAs. That part really doesn't make sense to me - unless it's just a matter of helping Support from getting booged down with it. Strand-based hair takes a lot of patience to create and get right.

    I never quite achieved the dynamics I was looking for in Carrara, but got close

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