Hair export from Daz to Clo3D

I recently purchased hair from Daz3D, applied it to my avatar, and need to export the character into Clo3D. As a fashion designer, working in Clo3D is essential for me because I require quick and straightforward rendering, while maintaining a realistic avatar is crucial for my work.

The challenge I'm encountering is that the hair I bought seems to be made of very dense geometry, making the file extremely heavy. It also doesn’t integrate well with Clo3D, showing glitches, especially at the hair tips:

hairglich

Since Clo3D works better with simpler geometry and can still achieve realistic results with texture maps, I’m wondering if it's possible to simplify the geometry of the hair and bake it into texture maps to apply in Clo3D? For example the Toulouse hair is muh simpler and subdivided into parts:
Toulousehair
If anyone has experience with this or can recommend useful tutorials, I’d really appreciate it, as I haven’t been able to find the right information.

Thanks in advanced!

Comments

  • The image is on your own conmputer, not a public server, so it isn't accessible - though since it is on OneDrive you should be able to get a public link from its right-click menu.

    Which hair is it? Daz Studio hairs may use any of several different technologies, and variants within the technologies, with very differnt behaviours when exported. I suspect you havea  strand based hair, or dForce hair (as opposed to hair made with dForce cloth), where each strand in the export will be a single strip of edges or a line of polygons - which of course adds up to a lot of data.

  • GordigGordig Posts: 10,047

    Richard Haseltine said:

    each strand in the export will be a single strip of edges or a line of polygons - which of course adds up to a lot of data.

    It will add up to a lot of data if the hair is exported as mesh rather than curves. I have a whole bunch of SBH hairs exported to OBJ, and they're mostly in the 2-4mb range for the curves plus scalp.

  • lilweeplilweep Posts: 2,487

    Gordig said:

    Richard Haseltine said:

    each strand in the export will be a single strip of edges or a line of polygons - which of course adds up to a lot of data.

    It will add up to a lot of data if the hair is exported as mesh rather than curves. I have a whole bunch of SBH hairs exported to OBJ, and they're mostly in the 2-4mb range for the curves plus scalp.

    yeah but can clo3d import them and will they render in clo3d's vray, which is apparently this person's intended workflow?

    Their workflow seems a bit limiting.

    THey may be better to export from Clo3d and render in Daz Studio, or export both from source software and do the render in Blender.  

  • GordigGordig Posts: 10,047

    I can't imagine VRay doesn't have a way to render hair curves, but I don't know anything about Clo3D's capabilities beyond cloth simulation.

  • Gordig said:

    I can't imagine VRay doesn't have a way to render hair curves, but I don't know anything about Clo3D's capabilities beyond cloth simulation.

    It would not just be about the renderer, but about the geometry importer too. There are a few points at which geting the strands across as strands might fail.

  • Willy2Willy2 Posts: 175

    I can't see the two images you posted
    Can you post it on a site like: https://imgbb.com/
    Giving the link of course

  • GordigGordig Posts: 10,047

    Richard Haseltine said:

    Gordig said:

    I can't imagine VRay doesn't have a way to render hair curves, but I don't know anything about Clo3D's capabilities beyond cloth simulation.

    It would not just be about the renderer, but about the geometry importer too. There are a few points at which geting the strands across as strands might fail.

    That's what I was saying. If it doesn't work in Clo3D, VRay is unlikely to be the reason why.

  • crosswindcrosswind Posts: 6,915
    edited September 29

    MD \ CLO cannot import OBJ with pure polylines... One has to at least set Value 2 in Viewport Line Tessellation Sides property of the SBH before exporting OBJ in DS ~

    Edit: However, with Value 2, the hair will just look sparse. If increase Value to 3, the hair geometry will be appr. 8 ~ 10 times heavy. So, the workaround is to stack 2 ~ 3 SBH geometry (with value 2)... or direcly use transmapped hair.

    SNAG-2024-9-29-011.png
    2518 x 1315 - 2M
    SNAG-2024-9-29-012.png
    2518 x 1315 - 2M
    Post edited by crosswind on
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