Problems with omnihair hairs: The rendering looks different from the preview

Hello, this is my first time creating a thread. Greetings to the Daz community.
I'm having trouble rendering SBH (strand-based hair) with the new OmniHair shaders. The preview with Iray looks great, but the rendering is very different.
I've updated Daz to version 4.24, and I've also updated the default resources and my Nvidia drivers.

My PC specs:

AMD Ryzer 7 7700x
32 GB RAM
Nvidia RTX 4090

 

I've attached images of both, The first is the preview and the second is the render

Comments

  • felisfelis Posts: 6,121

    What is hair Tesselation (in Parameters) set to? Should be 0 for both preview and render.

  • Thanks for replying, indeed they weren't both at zero, it's just that the product was set that way by default. Thank you very much, I hope this helps people who have the same problem.

  • Silas3DSilas3D Posts: 794
    edited January 4

    You should find that most recent strand based hairs have both tesselation settings set to 0 - for older products that were released after strand hair was introduced but before the OmniHair shader (and more specifically Iray curves), would have used a different shader and settings.

    The great thing is these older SBH hairs still benefit from the newer tech, as all it requires is applying the OmniHair shader and updating the tesselation settings. You may  also need to tweak the line start and end with properties so that the hair isn't too fine or coarse.

    I have multiple OmniHair based shader packs in my store that include convenient presets for updating the tesselation settings and strand width :)

    Post edited by Silas3D on
  • AinmAinm Posts: 764

    This is my go-to for strand-based hair: https://www.daz3d.com/omnihair-naturals

  • Silas3DSilas3D Posts: 794

    @Ainm thank you for the support!

    I'm currently working on another strand based hair shader - this one is a little outside the box hehe ;)

    If there's anything specific you'd like to see, feel free to make a suggestion :)

  • Silas3D said:

    @Ainm thank you for the support!

    I'm currently working on another strand based hair shader - this one is a little outside the box hehe ;)

    If there's anything specific you'd like to see, feel free to make a suggestion :)

    Since you're inquiring ...

    How about a collection of graying options for the various hairs that can use Omnihair? Hair, facial hair, eyebrows ... not sure how hard it would be to do for other body parts.

    There are various products and tactics out there for graying, but many seem to create a uniform gray color (often one that's not a great fit for some skin tones) vs a peppering of white or gray hairs intermingled with the original color.  

  • Silas3DSilas3D Posts: 794

    That is a great idea, I suspect it hasn't been done so far as whilst most shaders apply uniform colour (my own included), to achieve an authentic salt and pepper look you'd need to use surface UV's, but I'll look into it!

  • Silas3D said:

    You should find that most recent strand based hairs have both tesselation settings set to 0 - for older products that were released after strand hair was introduced but before the OmniHair shader (and more specifically Iray curves), would have used a different shader and settings.

    The great thing is these older SBH hairs still benefit from the newer tech, as all it requires is applying the OmniHair shader and updating the tesselation settings. You may  also need to tweak the line start and end with properties so that the hair isn't too fine or coarse.

    I have multiple OmniHair based shader packs in my store that include convenient presets for updating the tesselation settings and strand width :)

    Thanks for the information, it's very helpful.

  • Oso3DOso3D Posts: 15,097

    You could probably just toss in a generic noise map, if you didn't care about making some parts of the hair more gray than others.

     

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