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Yep, that's a must.
Hello crosswind . How did you do that with the panda? The fur turned out really nice. But somehow I have no idea how to apply the shader to the LAMH fur.
Hi, Norman_R, I further tweaked a bit with OmniHair Shader for Roly Panda so as to make clumping curves more natural... Ah... tweaking a Fur is more difficult than tweaking a hair. Anyway, I attached the Shader Presets for both RTP and RTP Short. Pls test and tweak them as you wish.
Well, OmniShader does not support LAMH or Catalyzer, it only supports strand-based hair.
If everything is working fine, you have already installed the updated version of Default Resources for DAZ Studio 4.22+. Check the Installed tab of DIM and see if it is listed there. Enter default in the filter. In ths screenshot I hovered the cursor over the product name to see the details.
No problem about the "his". Everyone seems to assume all forum users are male. I'm used to it. My name is Barbara (Barb).
A not very artistic render of Suzina Hair using the Revolution shaders and some extra frizz. (I don't always seem to get all the frizz options in the shader panel - seems to be dependent on what hair I load
And a comparison using the Pit Bull hair - The new shader certainly catches the light!
Without an nVidia card, you're limited to CPU rendering, which is slower, but the shader still seems to work just fine.
Yea you're right... if one can tolerate the render time.
I don't have a lot of existing characters that use suitable hair (I find the fact I can't edit dHair quite limiting at times), but it occurred that I do have characters with pets that use dForce hair, so here's Kristin's cat, Sahara:
Gallery Link
Thank you. I had forgotten that there was another non-AM Panda. Thank you for the presets. I tried it straight away.
Great job, @Norman_R! Here is Moshi the Kitten with OmniHair shaders. =)
I know that earlier in the thread people talked about upgrading to the latest version of Studio to have the new shader work. Does anyone know, should it be working in the latest Public Beta version as well? And is there a trick to have it available in the beta? For a few reasons I'm trying to keep my main install on the previous version while I sort some things out, but I'd love to be able to try out the shader myself in the beta until I upgrade the main version. I installed the necessary basics file and see the shader in my hard drive in the data folder, but none of the presets are loading the shader.
I've been testing successfully in the beta version while staying on 4.21 for my main instance. I did have to upgrade the beta version from an earlier 4.22 version I had installed a while back to test Face Transfer 2.
I also have a 4.21 General Release and the 4.22.1.99 Public Build. The OmniHair Shader works fine in that Public Build.
I just updated tonight, do you know what version you are on now? And I don't see a separate installer for Default Resources for the beta, I have installed the defaul resources for 4.22+, is there anything extra I need to do for the Beta to recognize where that is installed? I have the content directory mapped.
I'm on 4.22.1.99 Public Build. There isn't a separater Default Resources for the Public Build. It sounds like you have everything you need. Are you having a problem?
Ugh, yes I still had the hair cap selected in the scene even though it was showing me the hair surfaces. I think I have it working now, thanks for confirming so that I knew the issue wasn't just a compatibility problem.
Here's a material preset to update my Corgi fur to OmniHair, plus example. Note that I tweaked a few things, and increased the hair count. Also you will need to change line tessellation to 0, and it will only work if you have Oso Corgi installed (for the texture maps). For other Oso Corgi fur colors, simply swap out the texture maps.
https://www.deviantart.com/willbear/art/Corgi-Default-Omni-Material-Preset-1030361096
Awesome ! Thank you !
@Oso3D
By the way, is there any document related to OmniHair shader ? I mean a document that explains each slot on the shader ? Thanks in adv. !
https://docs.omniverse.nvidia.com/materials-and-rendering/latest/materials.html#omnihairbase
Thank you very much Richard !
And I also found that making good render of hair / fur with OmniHair shader also relies on optimal settings with Hair Generation parameters (PS / PR)... I know they're almost the same as the ones defined in Blended Dual Lobe shader.. but is there a document from Daz for that ?
Some additional info that's not necessarily in the Omniverse documentation is that the OmniHair shader is mostly based on two papers:
Nvidia don't actually cite the first paper as the basis for their shader, so I may be wrong that it is relevant. But it is cited in Blender's Hair BSDF shader documentation which also uses the second paper. In that paper, you can find some interesting material (an example of which I attached, showing diagram of colour parametisation with melanin), although the paper is mostly just math equations.
In the second paper, you will note that OmniHair lacks the Primary reflection roughness parameter which they have described as a way to simulate a thicker undercoat (see below). You can find that property in a similar shader I made.
I should note, you cannot vary Primary reflection roughness over length on my shader right now, as I encountered some issue with the mixing bricks in Daz Studio when I created the shader, so if you wanted to use Primary reflection roughness for an undercoat, you would need to make an independent groom for the undercoat, which kind of defeats the purpose of simulating it. That said, I may update the shader at some point soon, as I read Daz had recently made an update to the Clamped Surface Mix brick in the changelog which may fix the issue I had.
I used to avoid strand hair because they looked so fake, but these are better, This still looks a little wig-like, but MUCH better than the old cotton candy look!
Funny thing, I had JUST bought your shader like a week before OmniHair came around so I was pretty baffled when they BOTH used the same parameters (mostly.)
Thank you for pointing out the undercoat thing for your shader!
When I opened DIM this morning to download purchases, I found a number of G9 hairs with updates. The Read Mes did not have information, but comparing what I had on my product sheets when I bought them and now, it appears that anywhere from 12 to 18 Preset Omni Hair Shaders have been added to these hairs. What I own that got updated so far are:
https://www.daz3d.com/selena-medium-hair-for-genesis-9
https://www.daz3d.com/dforce-redz-kaz-hair-for-genesis-9
https://www.daz3d.com/twin-ponytails-hair-for-genesis-9
https://www.daz3d.com/dforce-nathaniel-hair-for-genesis-9
https://www.daz3d.com/old-george-beard-for-genesis-9
https://www.daz3d.com/old-george-hair-for-genesis-9
https://www.daz3d.com/dforce-zander-hair-for-genesis-9
https://www.daz3d.com/santa-claus-beard-for-genesis-9
So even if you didn't buy anything recently, but have bought G9 hairs, you may want to open DIM and see if you also have updates.
Also, there was an update to Genesis 9 Starter Essentials. I haven't looked at it recently, so I can't be sure if it also has updates to the hairs and other things.
Mary
This one too:
https://www.daz3d.com/dforce-joanie-hair-for-genesis-9
I think they might have updated the main promo picture too?! Thanks DAZ!
Is there a way to make the new omni hair shader apply to hairs that use "blended dual lobe hair (MDL)" shaders to begin with? I can't make it happen, dazstudio doesn't recognize it as a valid thing to do?
I can only apply the omnihair shader to irayshader based hairs? Am I understanding this correctly?
I'm trying this on hairs which say in their description they are "strand based" but maybe they're not the right kind of strand based?
Or are there just more steps to applying the omnihairshader to the "blended dual lobe hair (MDL)" shader parts? I read on other pages of this thread people comparing dual lobe to omnihair blended root shader... but I don't see how that would be done... since trying to apply the shader in the dazstudio UI doesn't seem to work in this manner? But like I said maybe there are just some steps to take that I don't know about?
Chances are, you are selecting the wrong item in your scene. Most strand based hairs have a cap with a hair parented to them. In the scene tab, select the hair, right click and expand it further. Then choose the parented item.
I've been trying that. The hair will have a parented cap yes. I can then go into the surfaces tab, see that the skullcap is an iray shader, and the main body of the hair is "blended dual lobe hair (MDL)" applying the omni shader to the cap works, applying it to the main body of the hair does not. Although maybe that's the point? Maybe I'm only meant to apply this to the cap to simulate roots that aren't the same color as the main body of the hair style?