Export dForce Hair as Geometry for other Programs - DAZ Studio 4.3

There is a video explaining this but in the current version of DAZ Studio 4.3. I select DForce Hair, go to Parameters but I cannot find the option "Preview PR Hairs" or "Viewport Line Tessellations Sides". The problem start because I'm trying to export a female model with DForce hair to #DS Max 2024. Everything come fine except the hair. So want to convert it into a static geometry but no idea how to do it.
Comments
Are you sure it is dForce hair 9strand-based, usually the product name withh be dForce something hair) rather than modelled hair with dForce applied (usually so and so hair with dForce)? If so, make sure you are seelcting the right part - it may be that the iar is parented to a skullcap, for example.
I have been able to export curve-based hair as OBJ format including curves, and get it into Cinema 4D and edit the splines. I don't think the Daz FBX exporter can do curves but OBJ can.
e: you can tell pretty much right away whether it worked based on file size, if it's like 100kbytes then it didn't export the vertex data, if it's tens of megabytes then it worked (importing it into Max is a different problem though)
No no, is dForce for Genesis 8.1 model. The hair is under Linday/ dForce Classic Blowout Hair with dForce Hair Style. I'll try export it as .obj and see what happen. Thanks you for your support you guys.
dForce is just daz studio's cloth engine. dForce can be applied to many different things, and it does not mean that because hair has dForce that it will be strand-based and have the Render Tesselation Sides and Preview PR Hair options (which are reserved for strand based hair).
That hair in question looks suspiciously like hair cards to me and not strand based hair (dont own it so cannot check) so should have been exported correctly in fbx or obj. Curious what you think looks wrong about it in your other software.
Linday has done a couple of stand-based hairs but almost all of them are modelled strips with the dForce cloth system applied; only strand-based hair, however geenated, has the settings you are looking for.
oh yeah if it has texture maps (that one does) then it isn't strand based hair, it is poly hair and this is correct FBX should work. Probably should show some screenshots of what the item looks like in Max, what the object manager thinks it is etc.
https://www.daz3d.com/dforce-classic-blowout-hair-for-genesis-8-and-81-females