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I own and sporadically use the dforce cloth master presets from the same creator; they are useful but it takes sometime to figure out what does what.
The real problem with dforcing hairstyles that aren't designed for it is that many times the polygons used to represent hair strands aren't welded to the polygons used to represent the scalp, so if you dforce them, the hair strands just slide off the characters head and land on the floor or whatever. The creator of that product specifically warns that you will need to weight-map the upper strand tips so they stay on the scalp, and since I've never gotten good at dforce weight mapping, I've not given the product a try.
I use them quite a bit, but I have to admit that I wish there was a manual for them. Trying to figure out what the difference is between "Skirt Preset 0" and "Skirt Preset 1" can be frustrating. And guessing which is appropriate for the clothing your simulating even more so.
(emphasis added) Which is fine if you want a scene where they've been shaved and their hair is on the floor. :)
But yes, using cloth presets for hair is a tricky hit or miss option. There are some products which are specifically designed for this and work great. Some other hairs will work just fine despite not being designed for it. But it's certainly a gamble for random hair products, especially older ones.
Yes, but as others mentioned, you will have to read the manual, and most if not all hair will require painting weight maps (otherwise, the strands will just fall off onto the ground). I especially like the wet hair settings, which I used in this render: https://www.daz3d.com/gallery/#images/533306.
I really would like to use it but it takes way too much time to get it working in C4D / Redshift. I wish they would take that exporting into other 3D apps consideration on this stuff.
Simply buy one set of dforce hairs that works fine, like Drago Hair, and copy the dforce (surface) parameters from that hair onto any other. Then change slightly some values, if necessary, to get the desired result. I mean, you could spend a day figuring out all the presets, it's really interesting (and necessary somehow as it's very similar to any other soft body physics engine). But using other hair surface properties that work fine, as they've been tested already, is a fast solution to jump right in quickly.
yes Iagree I found that a issue as well when using dforce hair in animation that it looks like its falling out. its not perfect.But the solution for me to fix that issue was to change the parent of the dforce hair to a skull cap and use less the gravity in the settings a little to stop the hair from falling out . its not a perfect solution but its does help when trying to fix dforce hair issues specially if your using dforce hair on characters it was not designed for like a cross generation fit.
I usually make my skull caps using a geometry shell and make it the skull cap invisible, this give a solid base for the dforce hair to attach to.. Linday taught me that trick so i could work with their dforce hair with cross figure generations in animation
example click to play
Honestly, getting dForce hair to work in C4D seems like wasted effort to me, given how powerful C4D’s native hair system is.
I enjoyed your movie. I liked the use of the cell phone photo snaps and all the different location scenes.
Sadly, to me the dforce hairs look far less realistic than other hairs - especially compared to the work of the best hair artists like outoftouch, Linday, etc. Even great hair artists like AprilYSH can't help. The hair strands always look waaay too thick and blocky, with hard angles.
I had a lot of hope for dforce hair, but it has so far been a big disappointment.
While tastes are subjective, Id just like to say that I think Aprils dhairs are beautiful. The thickness and taper of the hair is easily adjusted, and with a little knowledge, you can modify them..
I think this came out really pretty.. and i barely altered it:
https://www.daz3d.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/r/e/real-hair-shaders-for-dforce-and-strand-based-hairs-02-daz3d.jpg
Hm. Sorry to disagree, chevy, but that hair looks like it came from a PS3 video game. It's blocky with thick strands, doesn't flow like real hair, and the translucency is all wrong.
Compare that dForce hair (made by the very talented April) with one of her earlier, non dForce hairs:
https://www.daz3d.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/1/0/10-pop-bronwyn-aprilysh-daz3d.jpg
I think the difference is striking.
It's ok to disagree :) I don't expect everyone to be a fangirl or boy of this tech, or my work for that matter. Tastes, as I stated before, are subjective. I just want to point out that with a little knowledge and patience you can customize it and make it what you want.
I'd also point out, for one thing, that some hair is set to lowest rendering settings possible for people with older computers, but can be tweaked to higher settings to look more amazing. And Chevybabe has the most realistic dhair ever- PLUS morphs for styling it without having to simulate (much appreciated by me with the old computer.). Just like a lot of things are just okay out of the box, it take practice, knowledge and experience to get the BEST out of all the dhair options.
Personally I hardly ever use non dforce clothing anymore, but dhair is harder because sim time IS longer. Hence why i like dhair witih morphs. But it is definitely quite possible to have gorgeous gorgeous dhair and Chevy's hair is probably the closest balance i've seen between ease of use and realistic look.
Chevybabe does a great job with the dForce hair. But I have yet to see any artist with a dforce hair that matches the realism of the best of the transmapped hair.
That's why, to me, dForce hair has been a disappointment. We've had to give up realism to achieve draping (which is also important in realism).
Personally, I use VWD to have both.
I didn't like, although I don't remember why now.
It looks like what it is, 3D hair, decent but it doesn't make me thing it's real hair. Parts of it look good, other parts are a good example of why it doesn't work.
Chevybabe's example is (on balance) more believeable.
And what looks good to one person might be completely different than an attempt at photorealism...
To me chevybabe's hair looks very good but not necessarily photorealistic nor do I think its a problem. There are both some transmapped and dforce hair that looks photorealistic under certain light conditions from some angles with certain textures.
Thank you barbult, :)
Not sure if its been mentioned, but the Dayton hair from the Dayton bundle is by far my favorite dforce hair. I think I got the bundle for the hair and clothing, I don't think I've ever actually used the character itself lol
Yes Dayton is a great pre teen character. have to be careful with using the hiar in animation though , to much wind or gravity and it looks like its falling out :)
This looks awesome to me.
But there aren't enough artist doing awesome dforce hairs. If I had 1000$ to buy clothing content I will buy all this with confidence in dforce clothing.
If I had 1000$ to buy hair content, I would not know how use it. Transmapped looks old in comparison to the well made dforced hair, but there are so few that I would worry about investing in something that then I could not get enough variety with the same quality.
I've had strands actually fall out when playing with the surface settings haha
I think other 3D artists and professional photographers are good at picking out small things that take away realism but the general public is the opposite. I have images that I heavily postworked to NOT look real and people think it's a Photoshopped or filtered photo. I have to explain like 10 times that there is NO real girl, it's completely CG and the guys are always disappointed because they were hoping I could introduce them lol.