Omni Hair Query (Answered, thanks)

richardandtracyrichardandtracy Posts: 7,167
edited March 13 in The Commons

Please forgive me for asking what may seem to be a dumb question, but either I really haven't been able to find an answer I can understand or my mind has gone utterly blank today:

Silas' Omni Hair Shaders: What hair do they work with?

  1. Do they work with Polygonal hair and not strand hair? or
  2. Do they work with strand hair and not polygonal hair? or
  3. Do they work with both? or
  4. Something else entirely that I have managed to miss completely?

As a subset of 1) If they work with polygonal hair, do the shaders work well with cloth engine dForce hair dape settings? It would be interesting, if polygonal hair works with it to try some of the ancient favourites & see how much they are improved.

And finally - a folorn request I suspect - can such info be put clearly on the sale page?

Regards,

Richard

Post edited by richardandtracy on

Comments

  • crosswindcrosswind Posts: 9,592

    I do believe that the Shader Presets from this product were made with OmniHair Shader, so functionally they should work for the surfaces with OmniHair Shader... no matter on polygonal hairs or SBHs. Only you may not get really good results from polygonal hairs.

    And I don't think the Presets include any settings related to dForce... therefore they have nothing to do with settings on dyanamic surfaces and/or simulation.

    Then see what @Silas3D suggests. :)

  • Silas3DSilas3D Posts: 736

    @crosswind thanks for tagging me so I saw this!

    @richardandtracy as with other OmniHair shaders these unfortunately will not work with polygonal/ribbon mesh hairs, because these hairs rely on opacity maps to create the illusion of hair strands, rather than using actual strands. Whilst the OmniHair shader does include the option for opacity, enabling this results in the hair disappearing. I don't know if this is a limitation of DS, the shader or a different style of opacity map is needed, but at the present time it doesn't work.

    The OmniHair shader was specifically designed to be used with (and released alongside if I'm not mistaken) new strand-based hair Iray curve technology, but it can also be used with older style 'fiber' hair (see the afro example in product promos).

    The readme for the product doesn't appear to be active yet but this is what I submitted to Daz when I uploaded the product:

    "These shaders will not work with card-based/polygonal hair products, as these don't use physical strands of hair, instead opting for opacity maps.

    For best results, use with strand-based hairs that use Iray curves - these are hairs that provide 'Line Tesselation', 'Generate PR Hairs' and 'Preview PR Hairs' settings in the 'Properties' tab.
    These hairs usually have a base hair with a scalp from which the strand-based hair is grown out of.

    You can still use these shaders with legacy fibermesh hair, but results will vary depending on the width of the fibers."

    Also, these shaders will work fine with strand-based dForce simulatable hairs, as they were created on a static hair that had no dForce settings, so those settings on supported hairs won't be affected.

  • richardandtracyrichardandtracy Posts: 7,167
    edited March 13

    Thanks Silas. I thought so, but on careful reading I simply couldn't work out if Strand Based hair was being talked about when dForce hair was intermittently being mentioned. I thought it probably was, given how new, but couldn't find it in black & white and wanted to be completely sure.

    Many thanks

    Richard

     

    Post edited by richardandtracy on
  • Silas3DSilas3D Posts: 736

    richardandtracy said:

    Thanks Silas. I thought so, but on careful reading I simply couldn't work out if Strand Based hair was being talked about when dForce hair was intermittently being mentioned. I thought it probably was, given how new, but couldn't find it in black & white and wanted to be completely sure.

    Many thanks

    Richard

    No problem, sorry for any ambiguity!

    Unfortunately the 'dForce' prefix when attributed to hair can be misleading, because not all dForce hair can be simulated. I believe strand-based hair sold at daz3d.com has to be converted to dForce irrespective of whether it is intended/can be simulated, and therefore the product name has to also include the 'dForce' prefix.

  • Richard HaseltineRichard Haseltine Posts: 108,243
    edited March 13

    Silas3D said:

    richardandtracy said:

    Thanks Silas. I thought so, but on careful reading I simply couldn't work out if Strand Based hair was being talked about when dForce hair was intermittently being mentioned. I thought it probably was, given how new, but couldn't find it in black & white and wanted to be completely sure.

    Many thanks

    Richard

    No problem, sorry for any ambiguity!

    Unfortunately the 'dForce' prefix when attributed to hair can be misleading, because not all dForce hair can be simulated. I believe strand-based hair sold at daz3d.com has to be converted to dForce irrespective of whether it is intended/can be simulated, and therefore the product name has to also include the 'dForce' prefix.

    Apparently there are rules, or at least guidance:

    • "dForce {product_name} Hair" = polylines that simulate as hair
    • "{product_name} Hair with dForce" = polygon ribbons that simulate as cloth
    • "{product_name} Hair..." = non-dynamic hair
    Post edited by Richard Haseltine on
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