SBH On High Resolution Genesis

Hey guys,

Normally this isn't an issue but I am working with an anthro that is stretched a bit so to speak from normal genesis proportions (muzzle, ears, etc.). Aside from grafting a face replacement with a higher density, is there any creative way to generate Strand Based Hair on the higher resolution (subd) genesis? I've tried a few things but none have worked so far.

SBH generates based on the base resolution and therefore the fur has bald spots in it where the mesh is stretched a bit more or where the different surfaces connect (face, ears, torso, etc.). That and the fur is very... angular... since it is generated from the low resolution surface.

Thank you for any advice in advance.

Comments

  • For your own use you could export the higher-resolution, base shape mesh (don't gho overboard though), use an external modeller or the Geometry Editor to trim it down to remove areas that won't have hair (or won't need the higher resolution if that leaves too much), and rig it as a figure using the Transfer Utility. It will follow the shape you add to the figure, give you a base for the fur, and won't be as demanding as a fully high-resolution figure.

  • crosswindcrosswind Posts: 9,537

    If you mean the fur was made with SBH Editor in DS, the generation of fur / hair are not determined by mesh resolution but distribution settings. You can add more Density to the fur, or multiple layers of fur to avoid "bald spots" issue., etc.

  • lilweeplilweep Posts: 2,740

    Dark45 said:

    Hey guys,

    Normally this isn't an issue but I am working with an anthro that is stretched a bit so to speak from normal genesis proportions (muzzle, ears, etc.). Aside from grafting a face replacement with a higher density, is there any creative way to generate Strand Based Hair on the higher resolution (subd) genesis? I've tried a few things but none have worked so far.

    SBH generates based on the base resolution and therefore the fur has bald spots in it where the mesh is stretched a bit more or where the different surfaces connect (face, ears, torso, etc.). That and the fur is very... angular... since it is generated from the low resolution surface.

    Thank you for any advice in advance.

    export your figure at subd and make that the haircap

    make haircap: import, transfer utility (reverse source shape ticked)

    create sbh on haircap instead of figure

  • lilweeplilweep Posts: 2,740
    edited September 10


    SBH generates based on the base resolution and therefore the fur has bald spots in it where the mesh is stretched a bit more or where the different surfaces connect (face, ears, torso, etc.). That and the fur is very... angular... since it is generated from the low resolution surface

    its probably angular because your segment length and interpolation length is too high or youre not using iray curves (render tesselation sides setting is default of 3 and should be lower)

    Post edited by lilweep on
  • Dark45Dark45 Posts: 94
    edited September 10

    Richard Haseltine said:

    For your own use you could export the higher-resolution, base shape mesh (don't gho overboard though), use an external modeller or the Geometry Editor to trim it down to remove areas that won't have hair (or won't need the higher resolution if that leaves too much), and rig it as a figure using the Transfer Utility. It will follow the shape you add to the figure, give you a base for the fur, and won't be as demanding as a fully high-resolution figure.

    Thank you to everyone for your responses. This here will be the solution, Richard, thank you again for all that you do. The problem is hard to describe but I think Richard understood where I was getting at. Even if you paint a full density map across all of the character after it's been sculpted quite drastically, you will get bald spots even if you put the density to 2000 (far far too much at that point anyway if you do animation like me). Even in the painting segment of the SBH editor, you will see spots that you cannot paint. A solution that helps if you don't want to go as far as I plan to with Richards suggestion is to make your density map in substance or whatever you use for painting and then import it with SBH. As far as the angularity, there is no amount of interpolation or hair segments that will fix what I am talking about. When I get back to the pc, I'll post a picture of one of the areas for clarity for others who run into the issue in the future.

    Post edited by Dark45 on
  • Dark45Dark45 Posts: 94
    edited September 10

    Richard Haseltine said:

    For your own use you could export the higher-resolution, base shape mesh (don't gho overboard though), use an external modeller or the Geometry Editor to trim it down to remove areas that won't have hair (or won't need the higher resolution if that leaves too much), and rig it as a figure using the Transfer Utility. It will follow the shape you add to the figure, give you a base for the fur, and won't be as demanding as a fully high-resolution figure.

    EDIT (SOMEHOW MY ORIGINAL DOUBLE POSTED)

    Alright so hopefully this will highlight the issue a bit more.

    Here is a screenshot of the ear without fur on it. It is subdivided by 2 at this current stage.




    Now once you generate the hair curves you will already notice an issue with where they are located via this next image.



    As you can see the curves are "floating". The reason for this is when you sub divide the model everything is "pulled in" tighter in a manner of speaking due to the higher density mesh. It's hard to see in this image but the hair curves are also not "smoothly across the mesh" like they would be if they were generated on the higher density mesh.

    In this last image you will see more clearly what I am talking about once the PR hairs are turned on or Rendered.



    As you can see, because of how the sculpting needed to happen to keep the ear as "the ear" so to speak with genesis here, the fur could not generate correctly as the base resolution is a bit stretched and messy in that area.

    Richards solution will fix this at the cost of a little computational power but that is fine in my case.

    Thank you all again!

    Post edited by Dark45 on
  • lilweeplilweep Posts: 2,740

    I dont think you need to subdivide the geometry to get that effect. You can have the haircap still at base geometry (instead of haircap with subdivided geometry) and then create a subdivision modiifer and smoothing modifier on the haircap.  It should improve how it wraps to the surface, more snugly, even if the cap is base geometry. 

    ANyway, increasing the haircap geometry will give you more style curves, so probably better anyway if making fur.

  • crosswindcrosswind Posts: 9,537
    edited September 10

    First, if you need SubD, better convert to SubD before making the fur, then you just need to tweak settings as well as comb the curves in SBH Editor. Then give a good skin texture to your char + apply OmniHair Shader Presets to have a better looking.

    As a reference, the render below is with the fur generated on a Base mesh resolution then applied high resolution... plus a morphed bigger ear as well ~

    Edit: you also have options to make partial fur separately, e.g. ear furs... then give them further different tweaking so as to avoid bald, angular or other issues ~

    SNAG-2025-9-10-008.png
    1466 x 1070 - 1M
    SNAG-2025-9-10-004.png
    1466 x 1070 - 2M
    SNAG-2025-9-10-006.png
    1466 x 1070 - 2M
    !!!!!!!!!!.png
    1280 x 1280 - 2M
    Post edited by crosswind on
  • PadonePadone Posts: 3,995

    @crosswind, I understand @Dark45 is referring to the case where some geometry is very stretched to achieve a particular morph, aka the mesh density is not uniform. In this case of course the strands density follows being more sparse in the stretched area, thus the need to export as subdivided which will provide some better density due to the subd smoothing.

  • crosswindcrosswind Posts: 9,537
    edited September 11

    Padone said:

    @crosswind, I understand @Dark45 is referring to the case where some geometry is very stretched to achieve a particular morph, aka the mesh density is not uniform. In this case of course the strands density follows being more sparse in the stretched area, thus the need to export as subdivided which will provide some better density due to the subd smoothing.

    Yep, actually that was what I understood. But to me, making it with more sub-divided mesh is not a really good / efficient way... though user-oriented SBH Editor has no generation mode of Root Radius ~~

    If one optimizes the surfaces setup, creates partial hair / fur, tweaks the settings in SBH Editor, combs the hair / fur, when there's a partial sparse issue, these can be easily fixed.

    Like what I showed above, I created a larger ear morph for the right ear of the fox, tweak the setting in SBH Editor a bit, there's no sparse / angular issue at all.

    Post edited by crosswind on
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