PhilW LongGlam Hair problem

I've recently purchased PhilW's LongGlam Hair and while I can add it to a figure with no problem, none of the hair color H.Material assets work. The preview base color changes but when rendered with IRay, only the black hair color shows up. Asset was installed with DIM.

See attached.

No errors in the log:

2025-07-13 19:56:29.552 [INFO] :: Prepare asset load (merge): /People/Genesis 9/Hair/PhilW/G9 LongGlam Hair/LGH1 Hair Colors/LGH08 LongGlam Hair Pale Blonde.duf<br /> 2025-07-13 19:56:29.552 [INFO] :: Locking viewport redraw...<br /> 2025-07-13 19:56:29.552 [INFO] :: Viewport redraw locked.<br /> 2025-07-13 19:56:29.604 [VERBOSE] :: Native format content directories: 4<br /> 2025-07-13 19:56:29.604 [VERBOSE] :: Poser format content directories: 2<br /> 2025-07-13 19:56:29.604 [VERBOSE] :: Other import format content directories: 0<br /> 2025-07-13 19:56:29.604 [INFO] :: Begin asset load (merge): /People/Genesis 9/Hair/PhilW/G9 LongGlam Hair/LGH1 Hair Colors/LGH08 LongGlam Hair Pale Blonde.duf<br /> 2025-07-13 19:56:29.630 [INFO] :: Determining missing assets...<br /> 2025-07-13 19:56:29.657 [INFO] :: Setting textures...<br /> 2025-07-13 19:56:29.658 [INFO] :: Creating materials...<br /> 2025-07-13 19:56:29.660 [INFO] :: Applying animations...<br /> 2025-07-13 19:56:29.680 [INFO] :: Setting up follow targets...<br /> 2025-07-13 19:56:29.681 [INFO] :: Finished asset load (merge): 0m 0.76s - /People/Genesis 9/Hair/PhilW/G9 LongGlam Hair/LGH1 Hair Colors/LGH08 LongGlam Hair Pale Blonde.duf<br /> 2025-07-13 19:56:32.432 [INFO] :: Unlocking viewport redraw...<br /> 2025-07-13 19:56:32.432 [INFO] :: Viewport redraw unlocked.

 

Comments

  • crosswindcrosswind Posts: 9,639
    edited July 2025

    No ~~ you have to Render because the default Tessellation settings on this strand-based hair node is 1 ... If you want to correctly Iray preview the hair color in Viewport, you need to :

    Select the hair node LongGlam Hair, in Parameters pane, set the value of Viewport Line Tessellation Sides to 2.

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    Post edited by crosswind on
  • jmucchiellojmucchiello Posts: 756

    crosswind said:

    No ~~ you have to Render because the default Tessellation settings on this strand-based hair node is 1 ... If you want to correctly Iray preview the hair color in Viewport, you need to :

    Select the hair node LongGlam Hair, in Parameters pane, set the value of Viewport Line Tessellation Sides to 2.

    Yes, when actually rendered, the hair was blond. But this answer may as well be gibberish. Can you explain this again in English? What does "default Tessellation settings" 1 vs 2 mean? Or point me at a tutorial for this? I have no idea what magic is happening when changing "Viewport Line Tessellation Sides" from 1 to 2 does. Are there other values that do other things as well?

    And more importantly, where and when was I supposed to learn about this? The most annoying thing about Daz is all the little "secret" stuff everyone has to find by luck.

    Thanks to you, Crosswind, for a small piece of enlightenment.

  • felisfelis Posts: 5,943

    Strand-based-hair (SBH) is just a line of single verteces, so if you (previously) render it will not have any geometry. With tesselation you add more sides to it. With a tesselation of 3 you have a triangle. So with a tesselation of 3 the hair strands would be triangled tubes.

    You find the tesselation setting in parameters.

    Be aware, that new SBH uses a tesselation of 0, because NVidia has made a new shader that can generate geometry without tesselation.

  • crosswindcrosswind Posts: 9,639
    edited July 2025

    jmucchiello said:

    crosswind said:

    No ~~ you have to Render because the default Tessellation settings on this strand-based hair node is 1 ... If you want to correctly Iray preview the hair color in Viewport, you need to :

    Select the hair node LongGlam Hair, in Parameters pane, set the value of Viewport Line Tessellation Sides to 2.

    Yes, when actually rendered, the hair was blond. But this answer may as well be gibberish. Can you explain this again in English? What does "default Tessellation settings" 1 vs 2 mean? Or point me at a tutorial for this? I have no idea what magic is happening when changing "Viewport Line Tessellation Sides" from 1 to 2 does. Are there other values that do other things as well?

    And more importantly, where and when was I supposed to learn about this? The most annoying thing about Daz is all the little "secret" stuff everyone has to find by luck.

    Thanks to you, Crosswind, for a small piece of enlightenment.

    Well, I believe there're some threads buried in this forum for explaining these knowledge but they're not easy to be found... I have no idea either where to learn about this, because this type of hair products (like the hair in your OP) can be only created by PA. I've seen no full tutorial given by any PA about this subject matter. I'm just showing you some guideline as below:

    - I suppose you know what a strand-based hair (SBH) is ~~ Not like a pure polygonal hair, in terms of geometry, SBH can have an initial status with no polygon but just polyline(strands) formed by vertices. If you switch to Geometry Editor tool and zoom in close enough, you can see the polylines as well as vertices in Viewport (screenshot 1).  A polyline, as a guide to generate final hairs, can be formed by multiple base vertices at this moment.

    - Then the settings of Tessellation Sides can generate polygons on a polyline. Turn on Preview PR (Pre-Render) Hair property, you can see the generated polygons in Viewport. Viewport Line Tessellation Sides = 0 or 1, no polygon (screenshot 2).  Viewport Line Tessellation Sides = 2 (two sides), you'll see polygons and hair line as a plane (screenshot 3). Viewport Line Tessellation Sides = 3 (three sides), you'll see more polygons and hair line like a triangular prism  (screenshot 4). Now the geometry of the hair is very heavy which consumes more resources in Viewport. That's why the tessellation setting of strand-based hair is usually set below 2. 

     - The property: Render Line Tessellation Sides is set to 3 as default, which will generate hair polygons when you hit final render.

    -  "1st generation shader of SBH" is Blended Duol Lobe Hair which cannot shade on a pure polyline (screenshot 5). There must be at least a surface to make the shader work. That's why you need to at least set Viewport Line Tessellation Sides = 2, i.e. two sides form a surface.

    -  As felis mentioned, "2nd genration shader of SBH" is OmniHair Root-Tip Blend (screenshot 6) which can directly shade a polyline, so no Tessellation Sides is needed.

    I'm sorry that my native language is no English. Hope the above English can help to some extent.blush

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    Post edited by crosswind on
  • ToyenToyen Posts: 2,036
    edited July 2025

    Hello there, 

    there are certain types of content where the Iray Preview does not fully represent the final render. 

    With Strand-Based/dForce hair that is often the case. With those, I would advise to always run a full render when checking for any potential issues the artist may have missed such as material inconsistencies.

    Toyen 

    Post edited by Toyen on
  • crosswindcrosswind Posts: 9,639

    Well, it is the same methodology... If you want to have the very same result of final render by using Iray Preview, you have to turn on Preview PR Hair, and give Viewport Line Tessellation Sides a value which is as same as the value set in Render Line Tessellation Sides.

    It's usually not suggested do so with  Blended Duol Lobe Hair shader because high tessellation sides value will definitely increase resource consumption. But with OmniHair Root-Tip Blend shader, normally you can freely do so... as tessellation sides only needs to be zero.

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