OmniHair Root-Tip Bend Shader support for Diffeo?
DrGonzo62
Posts: 385
Hi,
Are there plans to support [OmniHair Root-Tip Bend] this shader in Diffeo?
Seems like more and more hair assets are starting to use this shader.
I understand that using DAZ hair in Blender is not advised, but frankly, creating nice looking hair in Blender from scratch is not a simple task.
Unstyled hair just simply hanging down isn't very satisfying.
Thanks.
Post edited by Richard Haseltine on

Comments
Blender already has the blender hair bsdf options which is basically the same thing, or principled hair bsdf, whichever one it is
says who?
I'll have to take a look.
Others in this forum, mostly because the hair tends to become heavy.
The shader is basically the same thing.
The thread was about the shader but if the thread is now about a workflow for bringing daz SBH hair to blender, i think it should be fairly straight forward, but for some hairs it will be more complicated, particularly if you want simulation.
Im not saying this is going to help you, but I personally would not even bother with Diffeo for hair, and i would export only the bare bones low density curves as obj, and then reconsistute them as hair for use with Geometry Node hair, alongisde a plugin like 3D Hair Brush, which has simulation. But that's only because im slightly comfortable with those systems and that process, yet not so much comfortable with Diffeo. I suppose there are probably people more familiar with Diffeomorphic who have already worked out an appopriate workflow - one would hope.
Nope I didn't take the time to do it yet, mainly because this shader was rarely used. A simple conversion seems possible with the principled hair shader but it only works with cycles not with eevee, so it will go with bsdf materials, eventually. I'll have a look and let you know what I find.
However, keep in mind that strand based hair shaders are converted with a very basic approximation, because of the differences with the blender native shaders, so the advice by lilweep to try it by hand may often give better results than the automatic conversion. Another thing is ribbon hair aka geometry or transmapped hair which shader is converted more accurately, being it the usual iray uber.
Thanks for the feedback, lilweep & Padone.
I'm still semi-new to Blender, so a lot of what's being said is still way over my head.
I just noticed that several new DAZ hair assets are using this shader and was curious if Thomas was planning on supporting it.
I've got plenty of older hair assets, so that this isn't really an issue for me if it gets too complicated to use.
Unfortunately the hair guides are only available with SBH in daz studio, not with dForce hair, furthermore the guides don't always follow the hairstyle closely. This is why diffeomorphic provides options as "sparsity" which allows to reduce the strands before conversion. Both the simulation and hair rig options are available. Plus the capability to convert ribbons into strands. Other than of course the shader conversion.
One can do all this by hand, or using other addons, but diffeomorphic is specifically targeted at daz conversion so probably the best option to start with.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Features/Hair Tools