can I import curve based hair from blender to daz(particle or extrapolated)
chakib3
Posts: 37
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
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As far as I know, only PAs can do that.
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 ~~
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:
2. Bevel the edges of the Curve to make tubes
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
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.
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.
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
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 ?
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.
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:
with those functions available to all users, it is sufficient to make polyline hair.
Actually SBH's morphs are loaded pretty quickly and DSF files are normally with small sizes even uncompressed.
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.
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.
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
you said we can import curves from other spftwear but after that can you use the curves for hair?or just render directly works?
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
OMG have to pop in and thank you for this thread and UncannyValet for their suggestion
which also works on Carrara hair exports
(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
@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
Yes, the option should appear under the Surfaces tab