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Daz 3D Forums > 3rd Party Software > Blender Discussion

Diffeomorphic and dforce Togatta Hair For Genesis 8

MisarmorMisarmor Posts: 27
February 4 in Blender Discussion

Hey there!

As the title says, I'm trying to make the Togatta work with Diffeomorphic. My main (and only, really) issue is with the texture (or general color). I just can't make the color appear only on the top like it would be on DAZ studio.
At first, the hair appears all black, with no texture. That seems to be because the hair curves get imported (or exported?) without volume. They only seem to be 1 vertex thick, so each strand don't have any faces to display the hair texture on, and that's even with checking the "render line tesselation sides" like the tutorial here says: https://diffeomorphic.blogspot.com/p/hair-version-15.html.

Anyway, a few months ago I actually gave the hair some volume (I don't remember exactly how as this was months ago, something to do with converting the hair to curves and then hair curves maybe?), but the best result I got was this:

image
As you can see, it's blue everywhere instead of being black on the sides, and blue on the top.
Here's how the shader editor looks like:
image
So if anybody has any ideas, they're very welcome.

Hair_blue.png
802 x 605 - 670K
Texture_setup.png
883 x 408 - 58K

Comments

  • PadonePadone Posts: 4,052
    February 6 edited February 6

    I had a look at it. The Togatta hair includes a opacity map for the strands, which is not clear how it is used as strands don't have a uv map, also the uv map is not displayed in daz studio. Thus the hair uv map is not imported in blender and the hair is fully rendered, instead of part of it.

    This is another case where the hair conversion from daz to blender doesn't work fine and some editing is necessary by hand. You could separate the hair you want for a different color.

    togatta.jpg
    447 x 274 - 41K
    Post edited by Padone on February 6
  • MisarmorMisarmor Posts: 27
    February 6

    Yes, that's what I was worried about. I figured the UV map wouldn't work in covering the head properly like it would in DAZ studio. The opacity map *is* imported in Blender though, as you can see on the texture node screenshot I sent, it's probably not used the same way because of the reason mentioned above. :(
    I suppose I didn't think of sepparating the mesh tho, this could be a great idea. I'll try doing that :)

  • PadonePadone Posts: 4,052
    February 6

    update. workaround.

    It seems using "particles" instead of "hair curves" works fine. That is, in blender "particles" generate from the scalp, and use the scalp uv map to tint the hair, this way it is possible to make furred animals as tigers for example. I'm not sure if the same can be done with "hair curves", which seem to be separate objects and don't refer to the scalp uv map. Will investigate further and let you know what I find.

    togatta.jpg
    431 x 261 - 33K
  • MisarmorMisarmor Posts: 27
    February 6

    Ah yes, I suppose tracing the UV map on the scalp and building the particles from there would work, good thinking!
     

  • PadonePadone Posts: 4,052
    February 9 edited February 11

    update. Now I seem to understand how textures work with hair curves, so togatta or furred animals can have a texture with hair curves as well. Reported to Thomas for the fix.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2637/

    p.s. Until this is fixed, you can fit it by hand by choosing the "curves" deform and unlink the textures uvs, as also explained in the issue linked above.

    Post edited by Padone on February 11
  • MisarmorMisarmor Posts: 27
    February 10

    Thanks. With all due respect, you're the top G.

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