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Here are a few down and dirty renders. One of them showing my own 'recipes' for color combos because of how versatile it is. And the posed one to show how it drapes upside down. It's been a joy to work with, easy to use and colors/blends are as good as your imagination. Gives you an idea if you're on the fence about how it loooks and performs. It's awesome!
Honestly no, it doesn't take forever. No more than a fully dressed character in a scene with props and such. I have an old machine too with a GeForce 760 card and 32 mb ram. So it can be done!!
Yep, it does make a difference. The hair is so versatile.
I posted some of my basic hair 'recipes' earlier in the thread showing just a fraction of what you can do starting with a base color then adding different options. I keep a record of them so I can refer back if I want to use the same recipe at another time.
They look really nice sapat! The blonde variation is gorgeous. You've been tinkering with the color much more than I have. Do you think its possible to save the cutomization settings as presets?
Honestly I'm not sure if they can be saved or not. I made all these during testing a while back and didn't try to save them as we were moving along. Seems like they could though, right?
Would saving as a material preset work?
Would come in awfully handy if someone is in a position of doing a series of illos for a continuing character.
If this system is as big a success as all that, I'd keep an eye out for future hair models which also incorporate it. Then the continuing character wouldn't be tied to only one hairdo.
Looks really great and is of course in my wishlist now...
And I can only hope for some more different hairstyles working with dForce (without having to diddle around with weightmaps and whatever).
Well based on the hype in this thread and wanting dynamic hair for a long time, I went ahead and picked this one up. First tests were not as promising as I expected since it seems the tails react more to the dforce than the bangs. I probably have to really increase the simulation duration to get the bangs to fall like the tails did, even with posing them towards the direction I wanted them to fall. For a first Dforce hair product though, I am inpressed and really hope we see more Dforce hair like this!.
If you are familiar with weight maps for dForce, it is very interesting to add the dForce Weight Map Node to the hair. (For those not aware, the Node itself only gives you access to the weight maps. If the vendor didn't use weight maps, all you will see is bright red over everything, indicating 100% weight. But if you see colors blue to red, the vendor has painted weights to control the influence of dForce. Gray indicates 0% weight, so no influence.)
LLF has also used Simulation settings in the material zones that are quite different overall than I'm used to seeing on clothing items. She obviously put a lot of work into this hair and it is well worth the price. I hope this one sells well, because I selfishly want to see her release more dForce capable hair!
Couldn't agree more, that is the main reason I purchased it, to show my suppirt of more products like this.!! I have always admired her skill and talent and it shows in this product. I have thought about exploring the weight map options, but haven't yet as I would probably mess something up, LOL.
Glad to know this hair works with out gforce
I apologize....I had forgotten I made all my recipes into material presets since it was a while ago when I did them. But yes, I saved my scene that you see in the thumbs, then entered all my color and option combos, and saved them out as material presets as I went along. They all load for me with no issues, so it can be done.
Agree, and love this product.
Bones, and lots of them. I only buy hair (I consider VERY short hair that don't have bones) with bones, so this wins there; great shader system. I've created a folder in one of my custom ones for the created textures.
The Dforce I find to be slow, but very effective at giving it a believable pose if the bones don't quite manage it. And tbh, a couple or so minutes generate a little randomness to the hair parts - adding that believability.
The one thing sadly not working effectively (and is a fault of the type of hair Studio uses), is it looks less believable when falling from the head (if not an upside pose as was posted in one of the threads, then one that still relies on the effect).
Two + days, and this thread was already hiding on page three! It took me a bit of time, but I have an image with the hair. I hope you guys like it:
Swingin' High
The links go to the gallery page, where you can see the full 2000px wide image, if you'd like. The image below links directly to the larger image.
Closeup of Kinley Hair
Here's another closeup of the hair.
Awesome images showing the versatility of the hair!
I was really intrigued by the idea of a hair made specifically for dForce, and so far I'm liking the result. This is the result of an animated simulation where the character spins 180 degrees in the process of assuming this pose. "Wind right" pose dial also used after simulation. Thank you, LLF!
Wear did you get those pants and boots?
Love the hair in this one!
https://www.daz3d.com/millennial-business-casual-outfit-for-genesis-3-male-s
Converted to G3F with the tie hidden.
Thank you!