Shoutout to FeSoul

Look at this:

https://gcdn.daz3d.com/p/110867/i/dforcestrandbasedfelayeredupdohairforgenesis98and8108daz3d.jpg

Gorgeous hair and helps us recreate the model as well!

 

Hats off!

Comments

  • xyer0xyer0 Posts: 6,327

    Pity they didn't include the settings for that smile and skin!

  • FSMCDesignsFSMCDesigns Posts: 12,843

    It's a pity that still label none dforce hair dforce when you can't run a simulation on it. Wave hair by FeSoul is an amazing dforce product, but they stopped making actual dforce hair after that.. I agree that this new hair looks great though, but still a pass for me.

  • FSMCDesigns said:

    It's a pity that still label none dforce hair dforce when you can't run a simulation on it. Wave hair by FeSoul is an amazing dforce product, but they stopped making actual dforce hair after that.. I agree that this new hair looks great though, but still a pass for me.

    Whats the point of it if ou cant run a simulation on it then? What does it actually do in a simulation?

  • crosswindcrosswind Posts: 9,546

    Well, the hair can be simulated but the problem is that the vendor didn't give proper settings on its dynamic surfaces... The hair strands just drape a little bit that make the hair looks unnatrual on the posed figure ~~

  • Richard HaseltineRichard Haseltine Posts: 107,949

    crosswind said:

    Well, the hair can be simulated but the problem is that the vendor didn't give proper settings on its dynamic surfaces... The hair strands just drape a little bit that make the hair looks unnatrual on the posed figure ~~

    If it isn't simulating then the vendor must have set that up deliberately, presumably as the style doesn't survive simulation and they didn't want it messed up when the clothes were simulated. It is a pity there isn't a standard for shwoing what will and won't simulate (both in hair and in cloth) but I am pretty sure this is a deliberate design decision.

  • crosswindcrosswind Posts: 9,546
    edited July 28

    Richard Haseltine said:

    crosswind said:

    Well, the hair can be simulated but the problem is that the vendor didn't give proper settings on its dynamic surfaces... The hair strands just drape a little bit that make the hair looks unnatrual on the posed figure ~~

    If it isn't simulating then the vendor must have set that up deliberately, presumably as the style doesn't survive simulation and they didn't want it messed up when the clothes were simulated. It is a pity there isn't a standard for shwoing what will and won't simulate (both in hair and in cloth) but I am pretty sure this is a deliberate design decision.

    Well, maybe... but there's nothing changed on the sim. settings of dynamic surfaces. Simulation result with its default settings and my roughly tweaked settings shown in below screenshots ~

    SNAG-2025-7-28-011.png
    2560 x 1392 - 1M
    SNAG-2025-7-28-009.png
    2560 x 1392 - 1M
    Post edited by crosswind on
  • Matt_CastleMatt_Castle Posts: 3,004
    edited July 28

    Anonymous Poster said:

    Whats the point of it if ou cant run a simulation on it then? What does it actually do in a simulation?

    The problem is that when Daz added a strand hair system to Studio, they gave it two tiers - the "Strand Based Hair" version anyone could make, and the upgraded "dForce Hair" version they only provided vendors with the tools for.

    Unfortunately though, the difference between these systems is not just whether the hair is simulation capable; "dForce Hair" also adds a lot more options beyond that over the standard SBH, so a lot of vendors have implemented hair as "dForce hair" even when they do not intend for it to be simulated, and even specifically intend for it to *not* be simulated.

    I personally think this naming convention was a poor choice on Daz's part. Firstly, we have this situation where vendors may want to use the system to create a static hair, which now means that the "dForce" name can be attached to things that are not intended for simulation. This confusion is also increased by the fact that prior to the "dForce hair" engine, we already had several hairs using the dForce cloth engine that were described as dForce hair, which caused a lot of confusion. (These are since supposed to have been renamed to "Hair with dForce", but this is not necessarily immediately clear to any user.)

    In my opinion, the upgraded version should have been called something distinct. "dHair" may not be the cleverest choice, but using a name like that would have made it clear from the start when something was using the new hair system, with no confusion to be had with the existing simulatable hairs, and also would have made it possible to indicate whether a hair using the system was intended for simulation or not by specifying it as either "dForce dHair".or just "dHair".

    (I mean, ideally, I would have been pretty happy if dForce *was* the only difference between the two and there was therefore no reason to convert hair unless you wanted dForce, so you could have had "SBH" and "dForce SBH", but that's not what we got)

    Post edited by Matt_Castle on
  • Richard HaseltineRichard Haseltine Posts: 107,949

    crosswind said:

    Richard Haseltine said:

    crosswind said:

    Well, the hair can be simulated but the problem is that the vendor didn't give proper settings on its dynamic surfaces... The hair strands just drape a little bit that make the hair looks unnatrual on the posed figure ~~

    If it isn't simulating then the vendor must have set that up deliberately, presumably as the style doesn't survive simulation and they didn't want it messed up when the clothes were simulated. It is a pity there isn't a standard for shwoing what will and won't simulate (both in hair and in cloth) but I am pretty sure this is a deliberate design decision.

    Well, maybe... but there's nothing changed on the sim. settings of dynamic surfaces. Simulation result with its default settings and my roughly tweaked settings shown in below screenshots ~

    I would guess there was a weight map applied.

  • FSMCDesignsFSMCDesigns Posts: 12,843

    Matt_Castle said:

    Anonymous Poster said:

    Whats the point of it if ou cant run a simulation on it then? What does it actually do in a simulation?

     

    (I mean, ideally, I would have been pretty happy if dForce *was* the only difference between the two and there was therefore no reason to convert hair unless you wanted dForce, so you could have had "SBH" and "dForce SBH", but that's not what we got)

    Completely agree

  • crosswindcrosswind Posts: 9,546

    The dForce SBHs from this store are born to be dForce Ready though the dForce Modifiers can be removed. Even if a vendor has no intention to have it simulated, better give a Note, e.g hey, the hair is well-rigged and has a abundant of shapes you can dial, merely simulating it won't give you expected result, yada yada ~ 

    But I personally still like the combo of simulation + shapes, if possible.

  • Fesoul TeamFesoul Team Posts: 21

    I'm really glad you all like this product.

    When we created the dForce Hair app, we did include some parameters for you to use. These are generally located under the MATS level of the product, in the Mat Presets directory, under the FE XX Simulation Stiffness High/Low button.

    Seeing your confusion, we might consider moving the Simulation parameter buttons to the same directory as the hair buttons in the future to make them easier to find.

    Then there was a small mistake. dForce Strand-Based FE Layered Updo Hair did not have this parameter setting. I'll update it to this product soon. I hope it won't be long.

    We'd also like to thank crosswind for showing you how to adjust the Simulation parameters; it really does make the hair pieces move. Sincerely thank you for the illustrated instructions!

  • Fesoul TeamFesoul Team Posts: 21

    Here is the dForce parameter repair file for dForce Strand-Based FE Layered Updo Hair. Please download it and overwrite it in the project root directory.

    zip
    zip
    FE Layered Updo Hair_fix.zip
    400K
  • crosswindcrosswind Posts: 9,546
    edited August 5

    Fesoul Team said:

    I'm really glad you all like this product.

    When we created the dForce Hair app, we did include some parameters for you to use. These are generally located under the MATS level of the product, in the Mat Presets directory, under the FE XX Simulation Stiffness High/Low button.

    Seeing your confusion, we might consider moving the Simulation parameter buttons to the same directory as the hair buttons in the future to make them easier to find.

    Then there was a small mistake. dForce Strand-Based FE Layered Updo Hair did not have this parameter setting. I'll update it to this product soon. I hope it won't be long.

    We'd also like to thank crosswind for showing you how to adjust the Simulation parameters; it really does make the hair pieces move. Sincerely thank you for the illustrated instructions!

    No problem ! I'm fond of your products and thank you very much for your attention and repair file  ! yes 

    Post edited by crosswind on
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