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Daz 3D Forums > 3rd Party Software > Blender Discussion

Problems with hair in blender with diffeomorphic.

hellofelladhellofellad Posts: 0
November 26 in Blender Discussion

So, I want to import my DAZ models into blende and I'm having problems with the hair. I attached a image of how the image looks when I first import into blender. Also, the hair, I'm prettty sure, is a SBH so I turned on tesselation and PR preview before exporting it to blender. Then I convert the hair with the 'Make Hair' option with tube selected in the Create section, and Particles selected in the Output section. The second attachment shows what happens to the character when I do this. The hair turns white in the material preview mode, and also I just can't select the hair anymore.

And I guess I'm just asking how do I make it look like it did in Nvidia Iray in DAZ. I'm very new to all this so any help would be very much appreciated. Thank you!

Comments

  • PadonePadone Posts: 3,995
    November 26

    For SBH and dForce hair the material conversion is approximated so in general you won't get the same as daz studio. For transmapped hair the conversion is quite good and you should get results similar to iray. To convert SBH and dForce you don't need to tessellate as tubes, polylines are preferable for the blender shaders wich work on curves anyway so tubes will not apply.

    If the product is using custom shaders, as OOT or others, these will not convert and you get a warning on import.

    My personal opinion on hair is to avoid importing daz products, as they are often very heavy for animation and rarely fit blender. Rather do hairs in blender with the blender tools and libraries, this will result in better quality and much faster hairs.

    https://bartoszstyperek.gumroad.com/l/hairtool

  • hellofelladhellofellad Posts: 0
    November 26

    What type of DAZ hair woutd be good for importing into blender? And how do I tell which one it is?

     

  • PadonePadone Posts: 3,995
    November 26

    In general it is preferable a low poly hair, previous generations are likely less heavy as targeted for older hardware, so G8 istead of G9 for example. As for SBH you can enter the SBH editor and reduce the density before exporting, or you can use the "sparsity option" in make hair instead.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Features/Hair/Make Hair

  • hellofelladhellofellad Posts: 0
    November 27

    I wasn't talking about that. There are different types of hair in DAZ, right? And seems like only some of them can be realistically imported into blender so I was asking about those. And how do I tell which asset is what type of hair?


     

  • PadonePadone Posts: 3,995
    November 27

    Unfortunately it depends entirely on the PA, you can tell the type of hair from the description the PA provides, there's no extra information provided by DAZ. For example dForce may mean SBH or transmapped with dForce applied. The wire geometry picture if provided may also help to understand the type of hair.

    However, all hairs can be converted, transmapped are just better if you want the same material as iray.

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