can I import curve based hair from blender to daz(particle or extrapolated)

chakib3chakib3 Posts: 37
edited August 17 in Daz Studio Discussion

hello I look about that since to day and i looked to many tutorial but I don't found my answer, can you import a curve based hair made on blender to daz studio? I tryed expôrt it as OBJ bit the only think I have is an empty object wen I open it on daz, I know you can do with hair card style hair , but IS it possible with curves extarpolated, or at least with particle system? if you know how to do that or have tutorial thanks to share

Post edited by chakib3 on

Comments

  • GordigGordig Posts: 10,056

    As far as I know, only PAs can do that.

  • crosswindcrosswind Posts: 6,969

    Nope, you cannot ~~ I used to be told that there's sort of tool from Daz for doing it, however, the tool is for PAs only ~~

  • UncannyValetUncannyValet Posts: 201

    It may not be common knowledge, hence the earlier replies in this thread, but there is a way to do it.  I can make a full tutorial which I will post soon but basically the steps are:

    1. Convert Hair Curves to something that you can export. There are many ways to do this, but an option is to do the following:

    1. Right click your Hair Curves and select Convert to>Mesh (or you can go to the top panel and select Object>Convert to>Mesh)
    2. Right click the converted Mesh and select Convert to>Curve (Important: select Curve not Curves).  This step may take a very long time depending on hair complexity.  

    2. Bevel the edges of the Curve to make tubes

    1. In the Object Data Properties panel, you should see Geometry>Bevel option.
    2. Change the resolution to 0
    3. Change the diameter to 0.01 (or some other low value)

    3. Export the object as .obj file and import to Daz Studio

    4. Within Daz Studio, you need to convert to splines that will work with Daz Studio Iray Curves

    1. Select the Hair and go to Edit>Obejct>Geometry>Convert Tubes to Lines

    5. Rig the hair to your Figure or Haircap by going to Edit>Object>Transfer Utility and running the utility


    At the moment, the steps 2-4 appear to be necessary, as simply exporting Curves from Blender and importing to Daz Studio does not work with Iray Curves. It will render but you will not have a smooth contiguous curve.

    If you want to add morphs, you will need to follow the same process for each morph up to and including step 4 and then export the converted lines as obj, and import using Morph Loader Pro.

     

     

  • UncannyValetUncannyValet Posts: 201

    To add, the only PA tool is the dForce Hair Modifier, which enables all of the good things that come with dForce Hair.  Like using Surface UVs, SBH generation from guide strands, simulation properties, and so on.

    But is not needed to simply import hair that was built in other software like Blender or Xgen.

  • chakib3chakib3 Posts: 37
    edited August 17

     

    thanks for repling, i found it by my self just two minutes ago for the blender part, but your messagesis usefull for the reste of theInstruction so thank you

     

     

    Post edited by chakib3 on
  • crosswindcrosswind Posts: 6,969
    edited August 17

    UncannyValet said:

    To add, the only PA tool is the dForce Hair Modifier, which enables all of the good things that come with dForce Hair.  Like using Surface UVs, SBH generation from guide strands, simulation properties, and so on.

    But is not needed to simply import hair that was built in other software like Blender or Xgen.

    We know that Daz manipulates "polyline hair" with the way of dynamically generating PR/PS hairs by using SBH techniques rahter than using a static mesh which may bring challenge even disaster to some user's DS Viewport. We know users have no way to add dForce capability to SBH as well as make morphs on SBH since only dFormers work statically on SBH in the Scene only. But additionally I was told that Daz gives some tools to PAs to efficiently convert, import/export SBH as well as make morphs on them... isn't that true ?

    Post edited by crosswind on
  • UncannyValetUncannyValet Posts: 201
    edited August 18

    crosswind said:

    UncannyValet said:

    To add, the only PA tool is the dForce Hair Modifier, which enables all of the good things that come with dForce Hair.  Like using Surface UVs, SBH generation from guide strands, simulation properties, and so on.

    But is not needed to simply import hair that was built in other software like Blender or Xgen.

    We know that Daz manipulates "polyline hair" with the way of dynamically generating PR/PS hairs by using SBH techniques rahter than using a static mesh which may bring challenge even disaster to some user's DS Viewport. 

    Generating the child hairs with dForce modifier would be ideal as there are numerous functionalities that are provided through that process, not only dForce functionality but the ability to generate child hairs similar to SBH Editor. But given that is only for PA's, then the challenges of polyline hair need to be accepted. Perhaps some users will struggle with very high vert count of polyline hair, but I don't think it is any more demanding than turning Preview PR Hairs on.  Personally, when I have 1-2mil polyline hair in viewport it is fine, but something like 6mil does slow it down noticeably.  I dont presume to know how best to optimise for users with "potato" PCs other than reducing the vert count.

    For morphs, the deltas for every strand needs to be saved in the morph, not just changes to guide strands, so i suspect that will increase the load time of the morphs and size dsf files.

    We know users have no way to add dForce capability to SBH as well as make morphs on SBH since only dFormers work statically on SBH in the Scene only. But additionally I was told that Daz gives some tools to PAs to efficiently convert, import/export SBH as well as make morphs on them... isn't that true ?
     

    The process I described above would be similar to the process Daz PAs likely follow, except they would, as a final/intermediate step, add a dForce Hair Modifier to the imported lines.  There used to be a video here explaining the process that PAs follow but the uploader appears to have made it private in the last few days. 
     

    Im not sure what PAs can/cannot do or the extra functions they have (and maybe i was wrong to say their only tool is the dForce Hair modifier), all I can address is the things we can do as non PA.  We can:

    • add morphs to polylines/splines/curves 
    • export SBH made in SBH Editor (anyone can export at any Render Tesselation Sides value)
    • import SBH that was made in SBH Editor (exported at any Render Tesselation Sides value)
    • import Curves from other software 
    • Import mesh from other softwaare and convert to lines
    • rig polyline hair using transfer utility

    with those functions available to all users, it is sufficient to make polyline hair.

    Post edited by UncannyValet on
  • crosswindcrosswind Posts: 6,969

    UncannyValet said:

    crosswind said:

    UncannyValet said:

    To add, the only PA tool is the dForce Hair Modifier, which enables all of the good things that come with dForce Hair.  Like using Surface UVs, SBH generation from guide strands, simulation properties, and so on.

    But is not needed to simply import hair that was built in other software like Blender or Xgen.

    We know that Daz manipulates "polyline hair" with the way of dynamically generating PR/PS hairs by using SBH techniques rahter than using a static mesh which may bring challenge even disaster to some user's DS Viewport. 

    Generating the child hairs with dForce modifier would be ideal as there are numerous functionalities that are provided through that process, not only dForce functionality but the ability to generate child hairs similar to SBH Editor. But given that is only for PA's, then the challenges of polyline hair need to be accepted. Perhaps some users will struggle with very high vert count of polyline hair, but I don't think it is any more demanding than turning Preview PR Hairs on.  Personally, when I have 1-2mil polyline hair in viewport it is fine, but something like 6mil does slow it down noticeably.  I dont presume to know how best to optimise for users with "potato" PCs other than reducing the vert count.

    For morphs, the deltas for every strand needs to be saved in the morph, not just changes to guide strands, so i suspect that will increase the load time of the morphs and size dsf files.

    Actually SBH's morphs are loaded pretty quickly and DSF files are normally with small sizes even uncompressed.

    We know users have no way to add dForce capability to SBH as well as make morphs on SBH since only dFormers work statically on SBH in the Scene only. But additionally I was told that Daz gives some tools to PAs to efficiently convert, import/export SBH as well as make morphs on them... isn't that true ?
     

    The process I described above would be similar to the process Daz PAs likely follow, except they would, as a final/intermediate step, add a dForce Hair Modifier to the imported lines.  There used to be a video here explaining the process that PAs follow but the uploader appears to have made it private in the last few days. 
     

    Im not sure what PAs can/cannot do or the extra functions they have (and maybe i was wrong to say their only tool is the dForce Hair modifier), all I can address is the things we can do as non PA.  We can:

    • add morphs to polylines/splines/curves 
    • export SBH made in SBH Editor (anyone can export at any Render Tesselation Sides value)
    • import SBH that was made in SBH Editor (exported at any Render Tesselation Sides value)
    • import Curves from other software 
    • Import mesh from other softwaare and convert to lines

    Yes I was told some workflows can be workaround but may be time-consuming as well as with some limitations. I've never tried any but just learned to make transmapped ones or directly render in Blender by using Diffoe on the hairs made with HairTools.

    I'll try them when having time and further check with my PA friends. Thank you.

  • UncannyValetUncannyValet Posts: 201
    edited August 18

    The steps 2-4 i described above can likely be simplified.  As this is just a very rudimentary workflow i made up on the spot.

    For example, a geometry node set up like below can probably replace step 2. 

    Also, step 2 - 4 can probably be simplified by simply importing a curve directly into Daz Studio and foregoing the conversion of tubes to lines. The problem is Blender does not write Line Elements properly in OBJ files so one would need to manually adjust the Line Elements section of the OBJ file for the base hair mesh (See:  Line Elements section of the OBJ file).  Line Elements are not needed for loading Morphs though, only for setting up the initial polyline hair.  EDIT: I submitted bug report to Blender for them to investigate writing line elements into OBJ format.

    Example.JPG
    2051 x 1033 - 169K
    Post edited by UncannyValet on
  • chakib3chakib3 Posts: 37
    edited August 18

      EDIT: I submitted bug report to Blender for them to investigate writing line elements into OBJ format.

    last time i sent a bug report to blender I never had any answer, I am stil unable to export on FBX format, evry export have Nonuniform sclae eror wen I import on DAZ, , I am going to send a new bug report for the 4.2 version will it s stil not working

    Post edited by chakib3 on
  • UncannyValetUncannyValet Posts: 201

    chakib3 said:

      EDIT: I submitted bug report to Blender for them to investigate writing line elements into OBJ format.

    last time i sent a bug report to blender I never had any answer, I am stil unable to export on FBX format, evry export have Nonuniform sclae eror wen I import on DAZ, , I am going to send a new bug report for the 4.2 version will it s stil not working

    I contacted the developer for the Blender module directly and he asked to submit the bug report through proper channels. Whether that means it has a higher chance of being looked at im not sure.

    In any case, a workaround for writing Line Elements to obj in Blender can be found here: https://www.deviantart.com/uncannyvalet/journal/Blender-Hair-in-Daz-Studio-Making-Polyline-Hair-1088126863 ;

  • chakib3chakib3 Posts: 37
    edited August 19

    Im not sure what PAs can/cannot do or the extra functions they have (and maybe i was wrong to say their only tool is the dForce Hair modifier), all I can address is the things we can do as non PA.  We can:

    • add morphs to polylines/splines/curves 
    • export SBH made in SBH Editor (anyone can export at any Render Tesselation Sides value)
    • import SBH that was made in SBH Editor (exported at any Render Tesselation Sides value)
    • import Curves from other software 
    • Import mesh from other softwaare and convert to lines
    • rig polyline hair using transfer utility

    with those functions available to all users, it is sufficient to make polyline hair.

    you said we can import curves from other spftwear but after that can you use the curves for hair?or just render directly works?

     

    Post edited by chakib3 on
  • chakib3chakib3 Posts: 37
    edited August 19

     

    4. Within Daz Studio, you need to convert to splines that will work with Daz Studio Iray Curves

    1. Select the Hair and go to Edit>Obejct>Geometry>Convert Tubes to Lines

     

      I tried that this morning its not woking, wen I convert tube to line my object just desapear, itsz still her but its an empty object, 
    edit, the hair are rendering but I cant see the object in the viewport , it was my bad I was not on shaded  view sorry
    woork perfectly I have a nice hairs

     

     

    Post edited by chakib3 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,212
    edited August 19

    OMG have to pop in and thank you for this thread and UncannyValet for their suggestion

    which also works on Carrara hair exports heart

    (one of Jon Stark's hairs but also now doing all of mine)

    almost 6mil vertices before

    just under 2mil afterwards, yay!!!

    of course it only renders in iray not filament but I still have the original for that

    before.PNG
    1920 x 1040 - 1M
    Tubes to lines.PNG
    1920 x 1040 - 1M
    Post edited by WendyLuvsCatz on
  • chakib3chakib3 Posts: 37
    edited August 19

    @UncannyValet I stil have a question, can i controle the render thikness for the lines, they are to thon an I have to ad to mani hair to have really nice thing
    edit ;I found it , its in the Hair material 

     

     

    Post edited by chakib3 on
  • UncannyValetUncannyValet Posts: 201

    chakib3 said:

    @UncannyValet I stil have a question, can i controle the render thikness for the lines, they are to thon an I have to ad to mani hair to have really nice thing

     

    Yes, the option should appear under the Surfaces tab

Sign In or Register to comment.