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But, you can experiment with the settings and then it won't defy gravity anymore. You can even change the length by increasing or decreasing the strand size amount. I am going by memory, so forgive me if that is not the exact name of the parameter in the surface tab.
I know this (thanks, though). I just suspect that a draped Mohawk won't get much use :)
heheh... good for practice, though. I'm sure there will be plenty of hair to mess around with once Daz has finished everything
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I haven't had time to really dig into the strand based hair yet... is it possible to import guide curves created in an external modeling program like Blender or ZBrush?
I imagine we have differing definitions of a "content creation tool"
To make any worthwhile clothing object or custom morph you need a modern day
external modeling/sculpting app ,and with all due respect to its users, that excludes Hexagon IMHO
Stonemason uses Autodesk Max IIRC
Most of the top tier PA are using professional 3DCC application and tools I would imagine
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And Daz inc has done so with a clearly superior base figure framework (Genesis)
and a UNIFORM set of Daz studio tools& standards for converting externally created models to Daz studio format
such as the transfer utility and the morph loader etc. as well as a modern updated public SDK for
plugin &purpose built utility development.
It is because of these tools& uniform standards that I was liberated from the Daz $$Content Hamster wheel$$
once I had My sudden modeling epiphany over a year ago
And While the jury is still out on the current SWF*
(*saviour white female) for that other program,
Most agree that it was the lack of an easy to use ,built in,uniform Auto cloth rigging and morph loading tools
that Doomed all of the previous attempts to create a flagship SWF* to supplant the aged V4
No sir ....I think the history of business is replete with examples of how many companies
have maintained their competitve advantage by keeping their secret sauces,recipies
manufacturing processes,chemical formulas and software code etc etc OUT of the hands of the Masses.
Apart from Blender, every other application that has 'dynamics' is a paid for program ( to the best of my knowledge) even Poser and Carrara are 'paid for' programs. Poser has had 'dynamic hair' for many years, and exactly how many
items of Poser dynamic hair will you find that is/or has been available? i have searched and found exactly 6( i may not have found them all ) and NONE were 'nice' styles, or worked that well( either locking the machine up during simulation, or just plain crashing Poser )
DAZ3D is a BUSINESS, and businesses do not ever give away ALL their tools,recipes or manufacturing processes. People want the dynamic hair tools? simple, put the work in and become a Daz PA.
Alternatively, download the SDK, learn how to code and write a plug-in that does the job( if you want to use and create dynamic hair inside Daz Studio), or go out and BUY one of the other 3D Programs that have dynamic hair creation as part of their toolset, learn how to import and re-rig, reshader DS assets and do your renders in those apps.
Most PA's have invested a lot of money into programs that allow us to create what we do, and a huge amount of time into learning how to use these programs.
I made baby's hair with New Starand Based Hair. Hair was created on the HairCap, not the head. In this way, you can save your hair and move it to other characters.
I made baby's hair with New Starand Based Hair. Hair was created on the HairCap, not the head. In this way, you can save your hair and move it to other characters.
Interesting. Thanks Wendy. Hopefully they will work to stabilze the obj export to handle this a bit better. I'm curious as to what your rigs specs are?
That is a smart way of doing it. It keeps the hair UV set to the skull cap so you can change the character UV if need be. And yes, using it on other characters is a major plus. I do that with the current G8F dForce hairs by Linday. I just manually parent the hairs to the head of G3F and it works great.
A full head of hair would be millions of polys. I cannot see that being properly dForced in any resonable amount of time even if it did not crash your system
Hmmm, well I'm hoping like ZBrushe's Fibermesh you can actually decrease the amount of poly's that are created when it's finalized. If that's not available as of yet with this new plugin hopefully DAZ will implement this as an option in a later update!
What are you asking for? You can control the amount of hair in the editor prior to exporting. ALso, have you tried Decimator?
As for Zbrush, does it not have the ability to reduce a mesh?
What is you are trying to achive in all this?
Important bits in the full dForce Hair that you can manipulate as an end user:
PS and PR: ps is 'simulated,' pr is 'rendered.' You can have either or both render, simulation will only affect PS while PR follows along on render.
PS/PR Generated Hair Scale: changes overall size of hairs. Can be mapped to change where the fur is close/finer to the body vs longer
Reduced length: this essentially clips hair shorter, without changing the overall shape of it.
Interpolation Segment Length: how long each segment of hair is. Basically, decreasing the length increase the number of points a hair is articulated with. Note that this, obviously, increases the load a hair represents.
Hairs Density: Extra hairs per cm2. You can look up references. Obviously, realistic hair counts are often impossible (I think otters are like hundreds of thousands per cm2 or something crazy).
Tesselation, on the hair object's Parameters: how many sides each hair has. 1 is essentially a single surface. Again, this increases load, so the less the better.
Line Width: fairly obvious. Realistic hair is .2 or so to .1 at tip. If you can get away with higher values of width and lower hair counts, the better. You may want to tweak renders so that stuff at medium/far length is less realistic (fatter, fewer hairs).
Thansk for showing that sample- may I ask what is "colourwerks"? (The last one of your samples that says LAMH+Colourwerks.)
Not bad at all though a little more density would probably make the hair better. Also the hands need to be fatter with shorter nails for a child of that age .. they look too much as "adult" hands. Then the skin may benefit from some more scattering and translucency, specially the ears that look somewhat "plastic".
https://www.daz3d.com/colorwerks-hair-shaders-for-iray
It's actually much denser than the hair that was on either of my two babies, irl. Their hair was fine and whispy at that age. (Seems like the critique on the figure is a bit off topic, though…)
I'm still working on a project I started days ago, so haven't had a chance to play with the new toy, er, tool… but the idea of using a "scalp" for both the placement of the hair and adding a bit of texture and color was one of the first thoughts I had as people commented in this thread on the abrupt change from skin to hair. Very nice implementation of that, @randy88.
ColorWerks Hair Shaders for Iray, a product here from SloshWerks.
ETA: I see Leana beat me to it! lol
That is incredibly cute! I like the little wisps.
Will - thanks for the insight on dForce hair for the end-user! Very much appreciated.
Very cute :)
Is it possible with the new hair to create a hair product which changes hair length from short (e.g. one inch) to shoulder length, to make an anmation with hair groth?
War Hamsters look great!
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16GB RAM Win7 i7 3.5Ghz 4core and a 980ti
of course you can do sparser thicker strands, I went for dense thin strands and the obj while it imported fine and even could use the dual lobe shader, did not simulate, Zbrush most go thicker strands more coverage less dense and transmapping to thin it out into ribbons
@Joepingleton, Please explain how you use a density map to control the hair length (to keep their faces trimmed).
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Many of us are saying we'd pay for this feature.