The dForce Hair Thread

13»

Comments

  • barbultbarbult Posts: 26,271

    memcneil70 said:

    I am confused. After reading the first page of this forum thread I opened https://www.daz3d.com/dforce-fv-dramatic-side-sweep-hair-for-genesis-9 thinking that it wasn't able to be simulated and wasn't a curve product. But I found that yes, it is able to be simulated and has curves and used Omni shaders. 

    So was all the fuss because the artist didn't show it in a variety of wind-blown styles?

    I am posting this because this thread almost discouraged me to not buy a product I was interested in and to avoid an artist I had not tried before. I took a chance because I could use the style, regardless of how it moved. It is nice since it does.

    Show us some examples of your simulated results. I don't own this hair.

  • I have never been convinced by what I have seen from dForce SBH. I have been much more convinced by hair like Linday's dForce polygon cloth engine hair. I have been having a few ideas as to how dForce SBH could be converted to dForce polygon cloth engine hair without too much hardship. The zip file you were kind enough to attach shows that actually, getting facets to follow the SBH lines would not be terribly difficult. Interpreting the lines to determine a normal for the newly created facet does require the invention of new data. I need to think on it, but my initial thinking is that two adjoining lines meeting at a facet will determine a plane, this plane will have a normal, and that's the 'width' direction of the strip of facets being used to replace the strand. Then, once the SBH has been replaced by facets, a new polygonal obj model can be imported into DS and used to create a dForce cloth engine hair with the use of dForce cloth engine shaders. That way, those who are unconvinced by dForce SBH can have the hair system they prefer and still keep up with the latest styles and still support PA's... Regards, Richard.
  • richardandtracy said:

    I have never been convinced by what I have seen from dForce SBH. I have been much more convinced by hair like Linday's dForce polygon cloth engine hair. I have been having a few ideas as to how dForce SBH could be converted to dForce polygon cloth engine hair without too much hardship. The zip file you were kind enough to attach shows that actually, getting facets to follow the SBH lines would not be terribly difficult. Interpreting the lines to determine a normal for the newly created facet does require the invention of new data. I need to think on it, but my initial thinking is that two adjoining lines meeting at a facet will determine a plane, this plane will have a normal, and that's the 'width' direction of the strip of facets being used to replace the strand. Then, once the SBH has been replaced by facets, a new polygonal obj model can be imported into DS and used to create a dForce cloth engine hair with the use of dForce cloth engine shaders. That way, those who are unconvinced by dForce SBH can have the hair system they prefer and still keep up with the latest styles and still support PA's... Regards, Richard.

    I can't interpret what you are saying, but this I will say: converting grooms to hair cards is already a fairly common workflow in 3D.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,195

    UncannyValet said:

    richardandtracy said:

    I have never been convinced by what I have seen from dForce SBH. I have been much more convinced by hair like Linday's dForce polygon cloth engine hair. I have been having a few ideas as to how dForce SBH could be converted to dForce polygon cloth engine hair without too much hardship. The zip file you were kind enough to attach shows that actually, getting facets to follow the SBH lines would not be terribly difficult. Interpreting the lines to determine a normal for the newly created facet does require the invention of new data. I need to think on it, but my initial thinking is that two adjoining lines meeting at a facet will determine a plane, this plane will have a normal, and that's the 'width' direction of the strip of facets being used to replace the strand. Then, once the SBH has been replaced by facets, a new polygonal obj model can be imported into DS and used to create a dForce cloth engine hair with the use of dForce cloth engine shaders. That way, those who are unconvinced by dForce SBH can have the hair system they prefer and still keep up with the latest styles and still support PA's... Regards, Richard.

    I can't interpret what you are saying, but this I will say: converting grooms to hair cards is already a fairly common workflow in 3D.

    indeed, Unreal Assets nearly always include both because it is used to create games after all, the grooms used more for cinematics

    or at least only close up levels of details, on Megahumans it loads and switches between both according to distance

    I did suggest once before PAs could make styles in both formats and there was at least one example where one had

  • richardandtracyrichardandtracy Posts: 7,197

    WendyLuvsCatz said:

    UncannyValet said:

    richardandtracy said:

    ...

    I can't interpret what you are saying, but this I will say: converting grooms to hair cards is already a fairly common workflow in 3D.

    indeed, Unreal Assets nearly always include both because it is used to create games after all, the grooms used more for cinematics

    or at least only close up levels of details, on Megahumans it loads and switches between both according to distance

    I did suggest once before PAs could make styles in both formats and there was at least one example where one had

    Well, It's nice to know I'm not barking up a new tree entirely. Yep, creating hair cards is what I'm talking about - forgot the common term for them. 

    Regards,

    Richard

Sign In or Register to comment.