dForce Hair looks wierd Genesis 9 on Unity and Daz3D
andre
Posts: 0
Hello, I'm Andre.
I have purchased the product with the code "dForce Strand-Based Messy Low Ponytail Hair for Genesis 9". It looks very interesting and there doesn't seem to be anything unusual, and the requirements are normal.
I applied it to Genesis 9 Essentials, but I encountered visual issues.
I'm experiencing problems when exporting to Unity version 2022.xxx. The 3D display in Daz Editor already looks strange, and when I exported it to Unity, it also appeared strange in Unity.
I tried using another hair model, "EG Kin Genesis 9", and there were no issues at all when exporting to Unity; it looked great.
Has anyone experienced something similar? I have attached screenshots for analysis.
Thank you.
Screenshot 2024-06-07 142221.jpg
1911 x 927 - 274K
Screenshot 2024-06-07 142145.jpg
1387 x 895 - 232K
Comments
The first hair is strand-based, it has a few guide hairs from which others are generated, while the second is purely modelled. I don't know how exportable strand-based hair is, it certainly works in a differnt way - and equires a newer version of DS, especially if using the new, optimised shaders.
I've used dForce SBH in C4D, Houdini and Unreal, so I can't speak from experience because I've only just started getting into Unity, but I can't imagine you wouldn't be able to use it there as well.
edit to clarify: using SBH outside of DS requires that you export as OBJ, I've got a little guide (specifically for C4D, but the first few steps are the same for any program) right here.
If exported correctly, there shouldn't be any polys at all.