[Released] Hat Check for Genesis 9 [Commercial]

RiverSoft ArtRiverSoft Art Posts: 6,573
edited October 30 in Daz PA Commercial Products

Quickly and easily create hair morphs to use your hair with different hats and caps, even sunglasses and hairbands!  Hat Check works by using a sphere, cylinder or cube to define an Effect Volume which you position over the hair.  Any hair vertices inside (or outside depending on the options) the Effect Volume will then be pulled close to the head of the figure.  Any hair vertex outside the Effect Volume, but within the feathering distance, will be pulled partially towards the head of the figure.

Hat Check creates 2 morphs for the hair based on the label of the "hat": one using the label name (e.g., "RS Fleur Hat") that controls all hair vertices inside the Effect Volume, and one using the label name plus "feather" (e.g., "RS Fleur Hat Feather") for all the vertices at the edge of the Effect Volume.

  • Quickly create hair morphs
  • Includes 2 scripts for creating hair morphs
    • Use Effect Volumes (Cube, Ellipsoid, or Cylinder) to specify the hair vertices to morph
    • Use Selected Vertices to specify the hair vertices to morph
  • Morphs can be saved separately or as part of the scene file

Morphs created by Hat Check are a Merchant Resource, which you can distribute with your Hair product.

Tutorial

 

 

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Post edited by RiverSoft Art on

Comments

  • tsroemitsroemi Posts: 2,742

    YAY! Absolutely LOVE this!!! Didn't have time to watch all of the tutorial, so one quick question: Is this adaptable for other figures as well, or are expansions planned? Because I really really need this at least for G8 as well. It looks as if it should easily work with others, but since there's a script involved ...

    Thanks for keeping coming up with such great useful stuff!

  • Oso3DOso3D Posts: 15,009
    edited October 6

    I assume this is for geometry-based hair, or does it also work with dforce hair?

    (I mean, I'm going to buy it regardless, but curious...)

    Post edited by Oso3D on
  • FenixPhoenixFenixPhoenix Posts: 3,084
    Oso3D said:

    I assume this is for geometry-based hair, or does it also work with dforce hair?

    (I mean, I'm going to buy it regardless, but curious...)

    In the video he mentioned it worked with dforce hair too. I am really excited about this too!
  • SimonJMSimonJM Posts: 5,982

    Please tell me this will work under DS 4,21,0,5

  • RiverSoft ArtRiverSoft Art Posts: 6,573
    edited October 7

    tsroemi said:

    YAY! Absolutely LOVE this!!! Didn't have time to watch all of the tutorial, so one quick question: Is this adaptable for other figures as well, or are expansions planned? Because I really really need this at least for G8 as well. It looks as if it should easily work with others, but since there's a script involved ...

    Thanks for keeping coming up with such great useful stuff!

    You're welcome! smiley  I am definitely planning a G8 version.  Versions below G8 will depend on sales.

    Post edited by RiverSoft Art on
  • RiverSoft ArtRiverSoft Art Posts: 6,573

    FenixPhoenix said:

    Oso3D said:

    I assume this is for geometry-based hair, or does it also work with dforce hair?

    (I mean, I'm going to buy it regardless, but curious...)

    In the video he mentioned it worked with dforce hair too. I am really excited about this too!

    Thanks Oso3D and FenixPhoenix!  The Works with dForce promo is using the https://www.daz3d.com/dforce-fe-elegant-wave-long-hair-for-genesis-9 which is a dForce strand-based hair.  I was kind of surprised myself that it works with them too but I guess everything is geometry by the time the string sees them.

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    SimonJM said:

    Please tell me this will work under DS 4,21,0,5

    I am not sure as I am at 4.22.0.19 now, but I don't think I am using anything that would stop it from working with 4.21.

  • tsroemitsroemi Posts: 2,742

    RiverSoft Art said:

    tsroemi said:

    YAY! Absolutely LOVE this!!! Didn't have time to watch all of the tutorial, so one quick question: Is this adaptable for other figures as well, or are expansions planned? Because I really really need this at least for G8 as well. It looks as if it should easily work with others, but since there's a script involved ...

    Thanks for keeping coming up with such great useful stuff!

    You're welcome! smiley  I am definitely planning a G8 version.  Versions below G8 will depend on sales.

     yes Excellent! Okay, keeping money readily bunched in sweaty fist ...

  • myotherworldmyotherworld Posts: 605

    Nice

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    myotherworld said:

    Nice

    Thank you!

  • Oso3DOso3D Posts: 15,009
    edited October 8

    Working in dforce hair is SO WELCOME!!! AWESOME.

     

    I think it may help with some of the fur pokethrough I'm constantly battling with my furries. Mmm.

    (assuming I can move the boxes to other locations)

    Post edited by Oso3D on
  • MalandarMalandar Posts: 776

    Any chance it could work to keep hair behind elf ears?

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    Oso3D said:

    Working in dforce hair is SO WELCOME!!! AWESOME.

     

    I think it may help with some of the fur pokethrough I'm constantly battling with my furries. Mmm.

    (assuming I can move the boxes to other locations)

    Sorry, Hat Check only works around the head/neck.

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    Malandar said:

    Any chance it could work to keep hair behind elf ears?

    I don't think so.  Hat Check would pull to the normal ear location.

  • tsroemitsroemi Posts: 2,742

    RiverSoft Art said:

    Oso3D said:

    Working in dforce hair is SO WELCOME!!! AWESOME.

     

    I think it may help with some of the fur pokethrough I'm constantly battling with my furries. Mmm.

    (assuming I can move the boxes to other locations)

    Sorry, Hat Check only works around the head/neck.

    Maybe the ability to move the moxes would be a nice add-on idea, or if it's not possible to do this freely, maybe just adding some new locations where fur often is a problem. Just an idea though. The hats are my personal main problem, so anything that gives me a general solution for that is soooo perfect and welcome :-) 

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    tsroemi said:

    RiverSoft Art said:

    Oso3D said:

    Working in dforce hair is SO WELCOME!!! AWESOME.

     

    I think it may help with some of the fur pokethrough I'm constantly battling with my furries. Mmm.

    (assuming I can move the boxes to other locations)

    Sorry, Hat Check only works around the head/neck.

    Maybe the ability to move the moxes would be a nice add-on idea, or if it's not possible to do this freely, maybe just adding some new locations where fur often is a problem. Just an idea though. The hats are my personal main problem, so anything that gives me a general solution for that is soooo perfect and welcome :-) 

    That is a possibility.  I would need to know the problem locations though.

  • tsroemitsroemi Posts: 2,742

    Yay, it's in the store! Aaaaaaaand .... BOUGHT! yes

  • ElorElor Posts: 1,479

    Here to be precise: https://www.daz3d.com/hat-check-for-genesis-9

    Kudo for the main render, perfectly on brand and topic laugh

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    tsroemi said:

    Yay, it's in the store! Aaaaaaaand .... BOUGHT! yes

    Thank you very much! smiley

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    Elor said:

    Here to be precise: https://www.daz3d.com/hat-check-for-genesis-9

    Kudo for the main render, perfectly on brand and topic laugh

    Thanks!  It was a hard render to make as I had difficulty finding the right environment for the hat check smiley

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    There is an update already submitted:

    • Fixed crash on some saved scene or morph files because vertex count was not set 
    • Sets TargetVertexCount for the Morph Deltas
    • By default, the CreateHairMorph function will use the base geometry and not the final world-space transformed cached geometry mesh when using influence effect volumes.  (This means that Hat Check will be faster by default (less geometry) and avoid the experimental option, which with the current v4.23.0.1 version of DS can cause a crash when reading a saved scene or saved morph)
    • Fixed GetFitTo function to return getNodeParent() if FitTo is empty (this kept the script from running because it could not find the parent figure)
    • Added Use Cached Geometry (Experimental) option (this option should not be chosen unless you are not going to save the scene with the morph, until DS is updated)
    • Fixed issue with sliders not having enough range when loaded for a hat twice (due to the figure not being in proper default pose & shape on load)

    For now, do not have any morphs dialed in on the hair when running Hat Check and make sure the figure is in the default pose and shape before running.

  • memcneil70memcneil70 Posts: 4,115

    I have it in my cart now. Be later that I can purchase. Thank you.

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    memcneil70 said:

    I have it in my cart now. Be later that I can purchase. Thank you.

    You're welcome!  Thank you for the support!

  • ChoppskiChoppski Posts: 507

    This is ONLY for genesis 9 correct? 

  • ChoppskiChoppski Posts: 507

    Also, will this work with ds version 4.22

  • ElorElor Posts: 1,479
  • RiverSoft ArtRiverSoft Art Posts: 6,573

    Choppski said:

    This is ONLY for genesis 9 correct? 

    That's correct.  I just had the G8 version accepted by Daz so that one will be in a month or so.

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    Choppski said:

    Also, will this work with ds version 4.22

    Yes, it does.

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    Anyone with renders from using Hat Check?  It would be great to share what you think.

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