A note to Daz hair developers...

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Comments

  • chevybabe25 said:

    Huh.. last I checked..I was responding to a question "For those folks who have success with this, what computer specs work best for these hairs?".  Not," Can you render the universe and cook popcorn with your old computer?"  Not trying to be snarky...

    If you are using strand hair for portraits then I'm sure it works fine ( computer specs allowing ). I would ask the Vendors making hair if they think their target customers like to concentrate on portraits, or if they prefer a wider range of usability. If they believe it's the former then fine, continue with the strand hair.  

  • nothing wrong with wanting card and strand versions of the same hair style

    if there was Epic Games wouldn't be doing it with the Metahumans in Unreal Engine

  • No there is nothing wrong with wanting that...Its a rather cool idea.  We all have different needs, uses, and likes for rendering.   

     

  • Really simple scene, but two strand-absed hairs on two Genesis 9 wearing dForce items. Simulation took five minutes, which was a simple from memorised so a longer playrange simualtion might have taken a fair while, render took almost exactly a minute - this was using a 2080Ti, so good but not matching the mid-range 3060/4060 16GB cards on speed (and short on memory) from what has beens aif by others.

    Lighting https://www.daz3d.com/orestes-iray-hdri-skydomes--sunrise
    Set https://www.daz3d.com/fn-birmingham-street
    Clothing
    https://www.daz3d.com/dforce-lovely-boho-for-genesis-9
    https://www.daz3d.com/dforce-everly-outfit-for-genesis-9
    Hair
    https://www.daz3d.com/dforce-strand-based-flirty-casual-ponytail-hair-for-genesis-9
    https://www.daz3d.com/dforce-nordic-knots-hair-for-genesis-9
    Characterrs
    https://www.daz3d.com/ly-thandi-hd-for-genesis-9-feminine
    https://www.daz3d.com/fn-annie-hd-for-genesis-9

    dForce test.jpg
    1000 x 1000 - 634K
  • UncannyValetUncannyValet Posts: 267
    edited September 2024

    background said:

    chevybabe25 said:

    Huh.. last I checked..I was responding to a question "For those folks who have success with this, what computer specs work best for these hairs?".  Not," Can you render the universe and cook popcorn with your old computer?"  Not trying to be snarky...

    If you are using strand hair for portraits then I'm sure it works fine ( computer specs allowing ). I would ask the Vendors making hair if they think their target customers like to concentrate on portraits, or if they prefer a wider range of usability. If they believe it's the former then fine, continue with the strand hair.  

    If users lack the VRAM to render everything at once, users can usually stitch together partial renders in post.

    I personally render a big scene by hiding hair and eyes (since they do not influence reflections and shadows of the scene significantly when shown anyway so can be hidden and still maintain the overall shadows and lighting of a scene). Then I would render the facial region with hair and eyes unhidden for each character separately using the render region option, compositing them together in a photoeditor as a final step.  Hair and eyes (even some good mesh hair) take quite a while to converge, but will converge more quickly when rendered as separate region.  This workflow may not suit everyone i suppose and also becomes more complicated for those who are rendering out .EXR files via canvases.

    I would prefer to render high quality SBH by whatever means necessary rather than compromising by using a less resource intensive hair of a lower quality.

     

    Post edited by UncannyValet on
  • GordigGordig Posts: 10,666
    edited September 2024

    background said:

    Could you try rendering a scene with five characters, each with clothes and strand hair,and an environment .Maybe then come back and report on how the computer melted?

    How about nine?

    9dfh Comp.png
    2400 x 1600 - 6M
    Post edited by Gordig on
  • jd641jd641 Posts: 462
    edited September 2024

    I'm loving the recent SHB that use the omni shader, but I'm also very picky as to which vendor I buy from. The two I trust most are Chevy and OOT.

    Chevy just can't go wrong, even if the style is something I wouldn't use the hair always looks amazing. OOT's first few sbh's were a little rough but each new hair they release, it seems like an improvement over the last.

    There's two things I do wish that many of the new sbh's had, the first is the many pre-draping/simulation helping morphs like Linday does for their hairs, it makes it sooooooooooo much easier to work with when the hair is way above the arms/shoulders, then settled down nicely after a simulation. The second is options to easily adjust the stiffness of the hair parts, I know I can adjust it in the settings but having global settings (sort of like stiff/loose/wild) makes it much less time consuming to work with when hairs are divided into many sections.

    Post edited by jd641 on
  • that is excellent feedback jd :)  I will see what I can do!

  • PeakCakeEnjoyerPeakCakeEnjoyer Posts: 27
    edited March 5

    Strand based hairs currently do not work with "Send To Blender" so I can't use them at all. If Daz3d decides to update their Blender export plugin, then I'd love to buy a ton of those strand based hairs. But until then, it would be fantastic if there was a way to filter out strand based hairs from the product search. It seems there's a lot of creators making those hairs, but I'm only interested in the card versions. Not having a way to filter out the strand versions is very annoying. I can't even buy them, so please at least let me hide them if you aren't going to update your Export To Blender feature.

    What I've learned to do is ignore any product with the word "dforce" or "strand" in the title. deforce/strand equals bad.


    The Hair Studio creator is bad about not labeling their use of strands in their products, so I ignore anything they release. Thankfully they put HS in front of their product title so I know which products to ignore at a glance.

    Post edited by PeakCakeEnjoyer on
  • GordigGordig Posts: 10,666

    PeakCakeEnjoyer said:

    Strand based hairs currently do not work with "Send To Blender" so I can't use them at all. If Daz3d decides to update their Blender export plugin, then I'd love to buy a ton of those strand based hairs. But until then, it would be fantastic if there was a way to filter out strand based hairs from the product search. It seems there's a lot of creators making those hairs, but I'm only interested in the card versions. Not having a way to filter out the strand versions is very annoying. I can't even buy them, so please at least let me hide them if you aren't going to update your Export To Blender feature.

    What I've learned to do is ignore any product with the word "dforce" or "strand" in the title. deforce/strand equals bad.


    The Hair Studio creator is bad about not labeling their use of strands in their products, so I ignore anything they release. Thankfully they put HS in front of their product title so I know which products to ignore at a glance.

    You can use strandbased hair in other programs, you just have to export it separately as an OBJ, then convert it to that program's hair system. DS's implementation of FBX can't handle splines/curves for whatever reason. I almost exclusively use strandbased hairs from Daz in both C4D and Houdini.

  • lilweeplilweep Posts: 2,792
    edited March 6

    PeakCakeEnjoyer said:

    Strand based hairs currently do not work with "Send To Blender" so I can't use them at all. If Daz3d decides to update their Blender export plugin, then I'd love to buy a ton of those strand based hairs. But until then, it would be fantastic if there was a way to filter out strand based hairs from the product search. It seems there's a lot of creators making those hairs, but I'm only interested in the card versions. Not having a way to filter out the strand versions is very annoying. I can't even buy them, so please at least let me hide them if you aren't going to update your Export To Blender feature.

    What I've learned to do is ignore any product with the word "dforce" or "strand" in the title. deforce/strand equals bad.


    The Hair Studio creator is bad about not labeling their use of strands in their products, so I ignore anything they release. Thankfully they put HS in front of their product title so I know which products to ignore at a glance.

    you dont need to use sendtoblender to get hair to blender.

    you can export SBH as obj  then convert to curves, then convert to blender geometry hair. then attach it to head, ensuring you set up hair surface, and surface deform geometry node, and surface attachment geometry node

    this doesnt sound like an issue with SBH, it sounds like a limitation in your selected process.

    there's also Diffeomormphic which most people use instead of DaztoBlender

    Post edited by lilweep on
  • MasterstrokeMasterstroke Posts: 2,357
    edited March 7

    I also wish, vendors would do different styles of the same hair, which also could be seperate products. That kind of varientions, that would be difficult to have as morph targets.
    Like an all down version, a ponytail version and an up do version.
    Same hair, different styles.

    Post edited by Masterstroke on
  • memcneil70memcneil70 Posts: 5,608

    Masterstroke said:

    I also wish, vendors would do different styles of the same hair, which also could be seperate products. That kind of varientions, that would be difficult to have as morph targets.
    Like an all down version, a ponytail version and an up do version.
    Same hair, different styles.If 

    If you look at one PA's store, like OOT, you can find hair that is parted on one side or the other or in the center that is either long, pulled up into a ponytail, or an updo. Some are in combo packs, others not. But their hair textures are alike and can be matched across the different hairs. 

  • vrba79vrba79 Posts: 1,548

    I tend to avoid D-Force hair, because its non-viable for toon shading. Good old fashioned models with transmaps I can individually toggle for me!

  • MasterstrokeMasterstroke Posts: 2,357

    vrba79 said:

    I tend to avoid D-Force hair, because its non-viable for toon shading. Good old fashioned models with transmaps I can individually toggle for me!

    Dforce hair does not equal dforce hair. The difference, that matters is polygon hair vs.strand based hair. 
    I do like dforce polygon hair, but I really can't stand strand based dforce hair, for struggeling to being able to editting it to my likeness.It is also very unpredictable in its simulation results.

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