*Released* dforce Soft Curls {Commercial}

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Comments

  • chevybabe25chevybabe25 Posts: 1,325

    It's all good fred.  Normally a mod takes care of it for me cause I never pay attention to those things.

  • fred9803fred9803 Posts: 1,565

    As for your hair, I think it looks abosutely amazing. The problem with trans-mapped curly hair is that the hair planes look awful as they curl, especially at the ends. Strand-based hair solves that problem. Great product!

  • chevybabe25chevybabe25 Posts: 1,325

    Thanks! I hope to do a lot more of these soon :)

  • SimonJMSimonJM Posts: 6,076

    And just to show I did find the tip settings ... same pose and lighting as before but with a different base hair colour and coloured tips

     

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  • chevybabe25chevybabe25 Posts: 1,325

    Blending is so much fun isn't it? I think thats one of the coolest parts of the dual lobe shader.

  • WonderlandWonderland Posts: 7,137
    edited March 2020

    This is just a screenshot from a bigger scene that is still rendering with postwork for sharpening and a few other adjustments done on an iPad. I started this render at 2:00 AM and was too lazy to read all the instructions. What confuses me is how we can see what we're doing when you can't see the hair in the viewport at all? 

    However, I was happy to discover that you don't have to use dForce, this was done just through parameters while viewing in texture mode. I'm rendering this using the denoiser and sharpened a lot it in post. The background scene which I had put all IRay shaders on rendered super quickly in minutes. But the character (Scarlett skin) and hair are taking forever, into 7 hours now on a 1080ti. I have no idea if it's the character, hair, or DS itself (newest version, .12 I guess) that's causing this sloooow render. In any case, the hair is beautiful but seems to have an ethereal almost cotton candy look, (which I don't mind) unless it gets a lot sharper once fully rendered. But I'm wondering what exactly is taking so long to render...?

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  • SevrinSevrin Posts: 6,313
    edited March 2020

    This is just a screenshot from a bigger scene that is still rendering with postwork for sharpening and a few other adjustments done on an iPad. I started this render at 2:00 AM and was too lazy to read all the instructions. What confuses me is how we can see what we're doing when you can't see the hair in the viewport at all? 

    However, I was happy to discover that you don't have to use dForce, this was done just through parameters while viewing in texture mode. I'm rendering this using the denoiser and sharpened a lot it in post. The background scene which I had put all IRay shaders on rendered super quickly in minutes. But the character (Scarlett skin) and hair are taking forever, into 7 hours now on a 1080ti. I have no idea if it's the character, hair, or DS itself (newest version, .12 I guess) that's causing this sloooow render. In any case, the hair is beautiful but seems to have an ethereal almost cotton candy look, (which I don't mind) unless it gets a lot sharper once fully rendered. But I'm wondering what exactly is taking so long to render...?

     

    Nice render!   I made a quick render last night and although my scene was a LOT simpler, I didn't find it took that long to render at all on a 1070, even though the light level was comparable to that in yours.  You have a lot of shiny stuff in your scene! 

    PS: CB Giulia is an awesome character!

    Post edited by Sevrin on
  • chevybabe25chevybabe25 Posts: 1,325

    That looks awesome Wonderland!!

     

    This is just a screenshot from a bigger scene that is still rendering with postwork for sharpening and a few other adjustments done on an iPad. I started this render at 2:00 AM and was too lazy to read all the instructions. What confuses me is how we can see what we're doing when you can't see the hair in the viewport at all? 

    However, I was happy to discover that you don't have to use dForce, this was done just through parameters while viewing in texture mode. I'm rendering this using the denoiser and sharpened a lot it in post. The background scene which I had put all IRay shaders on rendered super quickly in minutes. But the character (Scarlett skin) and hair are taking forever, into 7 hours now on a 1080ti. I have no idea if it's the character, hair, or DS itself (newest version, .12 I guess) that's causing this sloooow render. In any case, the hair is beautiful but seems to have an ethereal almost cotton candy look, (which I don't mind) unless it gets a lot sharper once fully rendered. But I'm wondering what exactly is taking so long to render...?

    What confuses me is how we can see what we're doing when you can't see the hair in the viewport at all? 

     

    One of the downfalls so far with the dhair is the inability to really see what you are moving when using dials etc. { Heh it's even worse when you are attempting to make morphs for these }.  

    A little tip :   Select the geometry editor tool.  This makes only the guide hairs visible.  Dial in your morphs.  Then unselect the geometry editor tool.  This is important because if you leave it on, the dhair will not render.

     

    However, I was happy to discover that you don't have to use dForce, this was done just through parameters while viewing in texture mode

     

    Yeah.  I went the extra mile with a bunch of morphs so people don't need to run a sim unless they really want to.  This wasn't a requirement, so please don't expect other vendors to do the same.  This was my own crazy ass personal choice.

     

    I have no idea if it's the character, hair, or DS itself (newest version, .12 I guess) that's causing this sloooow render

     

    Looking at the image, I am guessing it is a combination of back lighting and the dhair.  The effect is absolutely stunning but it increases render time drastically :)

     

  • chevybabe25chevybabe25 Posts: 1,325
    edited March 2020
    Sevrin said:

     

    Nice render!   I made a quick render last night and although my scene was a LOT simpler, I didn't find it took that long to render at all on a 1070, even though the light level was comparable to that in yours.  You have a lot of shiny stuff in your scene! 

    PS: CB Giulia is an awesome character!

     

    Very nice Sevrin!!! Im so happy to see such great renders already!!! keep em coming :)

    Post edited by chevybabe25 on
  • WonderlandWonderland Posts: 7,137

    I was able to see the hair enough in texture mode to move the parameter dials but have no idea how to see the color. I think I used a dirty blonde color that was obviously affected by the blue lighting but if you want to play with shaders, is there really no way you can see what you're doing until it renders? (Not a fault with this particular hair but with using strand based hair in DS in general.)

    But the hair is beautiful and I'm glad I don't have to be a total geek to use it. One day I will experiment with using the helpful instructions at the top of this thread, but in the meantime, parameter dials work fine! 

  • chevybabe25chevybabe25 Posts: 1,325

    I was able to see the hair enough in texture mode to move the parameter dials but have no idea how to see the color. I think I used a dirty blonde color that was obviously affected by the blue lighting but if you want to play with shaders, is there really no way you can see what you're doing until it renders? (Not a fault with this particular hair but with using strand based hair in DS in general.)

    But the hair is beautiful and I'm glad I don't have to be a total geek to use it. One day I will experiment with using the helpful instructions at the top of this thread, but in the meantime, parameter dials work fine! 

    Yep. Unfortunately there is no way to see the actual hair textures until its rendered.   What you see in the viewport is only a line color and it doesn’t have anything to do with how it looks when rendered. :(

    Maybe, if enough people start becoming more interested in dhair, there will be more interest in Daz updating some of the user features like the preview and developer tools.

    Also, I am super glad to hear that the crazy morph dials were worth it!!!! Woot!!!

     

  • barbultbarbult Posts: 26,431
    edited March 2020

    One way you could make the user experience better for Smart Content users, is to make it clear which hair is for G3F and which is for G8F. They have exactly the same file names and the same thumbnails. I can't tell them apart. If I select the wrong one, it brings up the autofit dialog. There are kludgy workarounds to figure out which is which, but a simple filename difference or thumbnail indication would be greatly appreciated! 

    It would also be very helpful to have the tips in this thread added to a documentation file included with the product. 

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  • chevybabe25chevybabe25 Posts: 1,325
    edited March 2020

    Thank you for the valuable feedback Barbult :)

    This is good to know!  I have never used smart content so I had no idea how it sorted stuff.  Future products will definitely include the items you mentioned.  

    Post edited by chevybabe25 on
  • barbultbarbult Posts: 26,431

    Thank you for the valuable feedback Barbult :)

    This is good to know!  I have never used smart content so I had no idea how it sorted stuff.  Future products will definitely include the items you mentioned.  

    Thank you. That will be great.

  • barbultbarbult Posts: 26,431

    Here's my Soft Curls render. I'm still learning how to simulate it well. This barely moved at all during simulation. I will have to try some of the tips you listed.

  • chevybabe25chevybabe25 Posts: 1,325

    That looks beautiful Barbult :)

  • DaventakiDaventaki Posts: 1,624

    Forgot to post this here.  This was after hours fiddling with the hair to get it to drape the way I wanted it to.  I was at my wits end and was posting here when I finally got something I liked!

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  • chevybabe25chevybabe25 Posts: 1,325

    Looks great daventaki : )  It was worth the aggrivation.

     

    There is a learning curve with the dhair but once you figure it out.. you can get such lovely results.  Stick with it.. it just takes some time and patience.   If it makes you feel better.. imagine trying to make a product with it ;)

     

     

  • DaventakiDaventaki Posts: 1,624

    Shoot I could not even imagine making a product with it.  Not only are you going through the stress of making it and getting it to look good, morphs and what naught. You also have to put up with grouchy customers. 

    Its an awesome hair and I hope it brings big sales for you so you can keep making more!

  • chevybabe25chevybabe25 Posts: 1,325

    Thanks Daventaki :)

     

  • hfilbhfilb Posts: 64

    The product looks great but I have a question regarding the simulation time for this hair. It seems to take an extraordinary amount of time to sim this hair compared to other dForce hairs (both particle based and mesh). Even after 30 or so minutes I do not see noticeable updates. I have a 1070 GPU for reference.

    The problem persists even when using default settings. I do notice however that simulating only the guides (turning off PS, PR hairs) is very quick but gives an incredibly flat look. Any suggestions?

  • chevybabe25chevybabe25 Posts: 1,325

    Well 1070 sounds like a decent card.  I have an older 980ti.

    The hairs I make are much more complex than most of the other sbh hairs in the store.  I have a lot of guides and a lot of surfaces.  All of those guides animate during a sim.  PS hairs also sim during animation.. so now multiply 10 hairs on average per guide. Thats a lot of calculating for a gpu to do.  

    Im not sure what your animation settings are at .. but i use the default settings under the simulation tab. Setting a pose time of more than 1 will increase your simulation time.

    This hair is also meant to keep its shape fairly stiff.  If you want the hair to drape more, try increasing ps points by 20 on each surface.  Then run your simulation. Id try this a few times until you get an effect you want. 

     

     

  • nicsttnicstt Posts: 11,715

    I use 980ti, and it does take time to sim; you can speed it up some, but it can affect the shape of the hair; best method to use as a first trial is by increasing the gravity, try it as high as you like; start with maybe 1.5 and change accordingly.

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