Beehive hair for g9 or g8 that is polygonal

Is there beehive hair for g9 or g8 that is polygonal? All I see is bump it hair but that one doesn't quite look right for me. I see one g9 beehive hair but it's strand based. I use blender a lot and strand based hair doesn't work with blender and I would like something that imports into blender without hassles. 

Comments

  • lilweeplilweep Posts: 2,740

    Are you sure Strand based hair doesnt work with blender or is it just your workflow needs to be updated?

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Features/Hair Tools

  • ToyenToyen Posts: 2,029

    dForce/Strand-Based hair is created with Daz Studio's internal hair generation technology that does not seamlessly translate into other softwares.

    There seem to be workarounds like the one mentioned above but I would just like to point out that the results may vary and may be less than ideal since the technology being used to create these hairs is native to Daz Studio.

    Toyen 

  • GordigGordig Posts: 10,599

    Toyen said:

    dForce/Strand-Based hair is created with Daz Studio's internal hair generation technology that does not seamlessly translate into other softwares.

    I've been using dForce SBH in other programs basically as long as it's existed, and it works just great, as long as it's exported correctly.

  • richardandtracyrichardandtracy Posts: 7,077

    @Gordig, can I ask 'What's necessary to export it correctly?'.

    Presumably, export via the Blender Bridge for Blender - in fact using the appropriate bridge if one exists, and FBX where possible. I assume exporting to obj is usually not sucessful.

    Regards,

    Richard

  • GordigGordig Posts: 10,599

    Quite the opposite, actually: export to OBJ is necessary, as FBX doesn't appear capable of exporting the curves that make up SBH. Set line tesselation to 0 to transfer the curves with no geometry, then convert them into your preferred 3D program's hair system.

  • richardandtracyrichardandtracy Posts: 7,077

    Ahhh. Makes sense. Thanks for the help.

    Regards,

    Richard

  • milliethegreatmilliethegreat Posts: 410

    Yes thanks Richard I'll totally give that a try. I probably makes it a bit easier since I don't use animations in blender or export them to blender right?

  • milliethegreatmilliethegreat Posts: 410

    Gordig said:

    Toyen said:

    dForce/Strand-Based hair is created with Daz Studio's internal hair generation technology that does not seamlessly translate into other softwares.

    I've been using dForce SBH in other programs basically as long as it's existed, and it works just great, as long as it's exported correctly.

    not unreal engine. That's a royal pain for non experts but I digress  

  • GordigGordig Posts: 10,599

    milliethegreat said:

    Gordig said:

    Toyen said:

    dForce/Strand-Based hair is created with Daz Studio's internal hair generation technology that does not seamlessly translate into other softwares.

    I've been using dForce SBH in other programs basically as long as it's existed, and it works just great, as long as it's exported correctly.

    not unreal engine. That's a royal pain for non experts but I digress  

    It's definitely unnecessarily difficult in UE, but still possible.

  • milliethegreatmilliethegreat Posts: 410

    Gordig said:

    milliethegreat said:

    Gordig said:

    Toyen said:

    dForce/Strand-Based hair is created with Daz Studio's internal hair generation technology that does not seamlessly translate into other softwares.

    I've been using dForce SBH in other programs basically as long as it's existed, and it works just great, as long as it's exported correctly.

    not unreal engine. That's a royal pain for non experts but I digress  

    It's definitely unnecessarily difficult in UE, but still possible.

    not for simpletons like me who don't know jack about blender photoshop etc. hence why I'm asking about polygonal hair all the time. Not everyone here is a professional or expert.

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