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

OmniHair Root-Tip Bend Shader support for Diffeo?

DrGonzo62DrGonzo62 Posts: 385
February 19 edited February 19 in Blender Discussion

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 February 19

Comments

  • lilweeplilweep Posts: 2,790
    February 19 edited February 19

    DrGonzo62 said:

    Hi,
    Are there plans to support this shader in Diffeo?

    Blender already has the blender hair bsdf options which is basically the same thing, or principled hair bsdf, whichever one it is

     

    I understand that using DAZ hair in Blender is not advised,

    says who?

    Post edited by lilweep on February 19
  • DrGonzo62DrGonzo62 Posts: 385
    February 19 edited February 19

    lilweep said:

    DrGonzo62 said:

    Hi,
    Are there plans to support this shader in Diffeo?

    Blender already has the blender hair bsdf options which is basically the same thing, or principled hair bsdf, whichever one it is

    I'll have to take a look.

     

    I understand that using DAZ hair in Blender is not advised,

    says who?

    Others in this forum, mostly because the hair tends to become heavy.

    Post edited by DrGonzo62 on February 19
  • lilweeplilweep Posts: 2,790
    February 19

    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.

  • PadonePadone Posts: 4,069
    February 19

    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.

  • DrGonzo62DrGonzo62 Posts: 385
    February 19

    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.

  • PadonePadone Posts: 4,069
    February 20 edited February 20

    lilweep said:

    .. 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 .. I suppose there are probably people more familiar with Diffeomorphic who have already worked out an appopriate workflow ..

    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

    Post edited by Padone on February 20
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