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That would be cool too.
Oh, I like the Picasso Hair dye method, I will try it thanks.
Can it do something like bird feathers? I see a bunch of birds in the outdoor patio of the all I am at.
wonder how hard it would be to use this to turn the rodent metamorph into a North American squirrel?
That is how the supplied shader does it.
You do not need to use the Catalyzer with it. Make sure you download the updated dForce Starter Essentials to get access to the new hair shader
For the painting and erasing, 0% will remove anything you painted.
Thanks, I'll give that a try.
I can get realistic poses now; the IK system works pretty good, as long as you select the post tool. Hair needs a lot more lovin that posing does.
LAMH and Garibaldi never worked the same. The two are very different.
The reason why there are no Garibaldi hair products in the store is because there was no way to make the item so that it could not be re-combed and have a derivative work made from it.
Probably it's 'cause it's only in the Beta. Bananas will come, eventually, not everyone uses the Beta, and fewer still keep an eye on the Beta thread - I only found out because of an oblique reference I didn't understand on a Deviant Art post and decided to find out what it was in relation to.
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Thank you! That's helpful! :)
I think Daz was smart to have it off by default, it definitely taxes the system to have it on. But I think it's nice to be able to toggle it off and on so that you don't have to do a full render everytime you want to check to see what the hair looks like.
Yeah, I'm really surprised that it renders pretty fast. I figured with all that hair information to read it would take ages, but the renders I've done with it were pretty fast.
I'm absolutely loving the Strand Based Hair! :)
The Garibaldi Epress Wiki
https://www.garibaldiexpress.com/wiki/index.php?title=Garibaldi_Express_Documentation
First attempt at a basic hair for a WIP character using the strand based hair tool.
The tool needs a few improvements and debugging but amazing results.
Soon I will test this hair with dforce to see how it behaves...
I’m hoping this leads to new dog shapes like poodles, Maltese, etc... But I guess we could make some interesting mutts... And of course, still hoping for a new long awaited cat and big cats better than the Hivewire ones that could take advantage of this... I have LAMH and never even took the time to use it. Hope the learning curve is not too bad...
Did you change the colour the shader used?
For bird feathers you would want to design hair as vary length and thickness spikes and export as objects to create the different type of feather shafts a bird would have. Then you'd select two opposite parallel edges of all like shafts and add new hair density maps and then you'd need to grow more hair shafts in single file on those parallel edges. It would be much easier I think for the DAZ programmers to add a feather function for the 4 or 5 unique type of bird feathers programmatically I think than to manually go through and try all that.
did that but still see nothing added ty for ur time
If you've never done the beta before you may need to "purchase" it - it's free, but until you go through checkout it won't appear in DIM.
Whenever I load the hair, it loads a duplicate G8 female and even when I fit the hair to the existing character, if I delete the second G8, the hair disappears. How do you get it to load without a character?
Looking on with interest.
Yes, I changed my colors on all those 4 properties to be white so it was just the map doing the influence.
I did this (changed 4 maps and changed colors to white), but almost-white areas of the dog fur are still rendeing almost black. Here is a WIP, without much combing yet.
The lighter the hair the lower the glossy layer weight will need to be.
Right now that glossy layer weight isn't mappable so the black areas of the map might suffer when you make the change. We will likely update the shader with that and some other minor changes.
It seems you can paint hair everywhere EXCEPT the head which makes no sense to me. I never used the Poser hair room because it was too complicated and unless this comes with a really good PDF, doubt I will be using it, it’s so much easier to just paint hair in Photoshop...
This is another effort that's no great shakes in the styling department, but I wanted to show how you can create your own colour maps from within the strand-based hair creator/editor (thanks to Richard and Josh for the input on UVs).
** Because Genesis hair covers two zones (face and torso) and there is only one mat zone produced by the strand-based hair creator as far as I can tell, this breaks my brain a bit and so I used a skull cap instead - namely one of Fisty's very generous free set over at ShareCG...
https://sharecg.com/v/91745/
These are UV-mapped but come without textures, however it is not difficult to export the density map from the strand-based hair creator (SBH from now on - I type with two fingers!) after painting it and then editing it a bit in Photoshop to create diffuse and opacity maps so that the hair doesn't look quite so thin on the scalp. I made my diffuse map black and white so that I could change the colour to whatever I wanted under the 'surfaces' tab in Daz Studio. **
**Edited to add that I am not using a hair cap any more after discovering that the two colour maps produced by the SBH can be merged together in Photoshop to produce a single map as the UVs in those areas don't overlap.
Anyway, back to the colour map. All my efforts to import maps have been unsuccessful, but you can create your own colour map under the 'paint' tab of the SBH with fairly limited tools (in other words, it's not Photoshop). Texture control maps are shown to the right of the screen - click 'New' and you will be given the opportunity to create grayscale or colour. Choose 'Color 1024px', and you can then use the colour picker etc below the map list to choose colours and put them wherever you like on the wireframe. When you are done, export the map and save somewhere that you can find it. It will save two images (face and torso) which can be layered above each other in Photoshop, the 'screen' blending mode applied and then saved as a single image which can be used in the colour channels in Daz.
Under the 'Distribute' tab you will see the current base and tip colours. Click on <no map> below each one and choose the colour map that you have just created from the drop-down list which will appear.
Untick 'Use preview hair color' just below that somewhere and you will see you colours in the hair.
On the edit screen, if you tick 'show hairs' and untick the 'Use preview hair color' option, you'll be able to see your colors while you edit too.
Once your hairdo is back in Daz and you have applied the Iray dual lobe shader, change the colour of the Root Transmission Color, Tip Transmission Color, Hair Root Color and Hair Tip Color (in the diffuse channel under the 'Surfaces' tab) to something close to white, and into each one of these you plug the image that you exported into a carefully saved place from the SBH and edited in Photoshop. Probably obviously, you can have different colours for roots and tips - you just create two colour maps in SBH and name and assign them in there accordingly.
I hope that helps someone.
I've reduced the Glossy Layer Weight to 0.010. I can see that the light hair areas are lighter now, but still darker than I expected. I understand this is all a work in progress (a fabulous one!!). Thanks again for the tips.
Thanks, I can't divide out the hair styling by creating a bunch of hair density maps to use as hair styling quadrants, one for each polygon on the head, so I can't style them individually easily. The render only renders current selected map. :-(
Still, it's worlds better than what I tried in the past.
It'll be helpful to read about the other things though thank you.
Duh, sorry - I only need create a new strand hair for each polygon I want hair on and then parent them to a null or something. I will see if my computer can handle that many.
I'd still like to be able to select polygons as hair density maps and slice parts of them off by dissecting the polygon with control points if need be than to paint with a mouse or digitizer though.
OK, now this might get to be a bit of fun.
I did some face hair peach fuzz for G8F. :) I think it turned out pretty good. Lots of learning and tweaking and trial and error -but I'm having a lot of fun learning this. :)
Sorry, I got some dumb questions...
1/ is there a way to convert a strand based object to dforce? With the mohawk demo, I can't find any way to convert the non-dforce mohawk to dforce, nor can I use the strand based editor on the dforce Mohawk (because it has already been converted to figure prop)
2/ is there any intention to add a way to import an OBJ containing just lines and vertices (no faces) and apply the strand rendering system to it? I exported the mohawk to OBJ to take a look in blender and all the strands were triangular prisms along the length of the folicles. I feel like you could have some option to "Convert line based object to strand based" by having DS apply something like the "Skin" modifier in blender.
I know the Mohawk loads in with a G8 figure. They must have been saved together when the hair was made. The dForce version can be fit to a different figure but it doesn't seem that the strand based one can. Once you parent the dForce hair to a different figure, however, make sure it isn't parented to the figure you want to delete. The best way to create a new strand based hair for a figure is to select your figure and then click Create>New Strand Based Hair.
You should be able to paint on any surface that is selected in the Setup tab of the hair editor interface. For G8, you have to select Torso and Face to access the whole head surface.