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For FilaToon you want to use tesselation of 3 or 4, and make the hairs thicker and less numerous... ideally. Many approaches to hair design don't allow for easily tweaked hair counts.
The same thing was broadly true with 3DL.
While tessellation 2 CAN work... I don't recommend it. You get 2 dimensional hairs and the orientation of them can be quirky.
generate PBR hairs must be checked and line tesselation of 3
The dforce hairs I'm talking about are obviously simulating, but very, very slow. Some hair strains are actually moving.
If there is no simulation available, then it musn't be called dforce, because that would be misleading.
PR hairs.
Just because it can doesnt mean it should. It doesnt mean the PA set it up with the intent for you to simulate.
As i said, it is computationally expensive to simulate very single strand so not surprising it is slow.
You can check if that is what you are doing by looking at just the style curves. Turn off generate PR hairs. If that leaves you with still a ton of hairs, then those style guides are what you are trying to simulate and it will take a long time.
I agree, but that is what Daz are doing, by convention.
It's not enforced in Blender, and it isnt enforced in Daz either.
But it is what people do because doing otherwise makes simulation takes too long.
Thanks @WendyLuvsCatz , @Oso3D & @lilweep . I'll give strand hair another try! It would be nice to use it.
that doesnt sound slow to me... 13 minutes for a render seems quite good. But it's unclear what your 13 minute milestone is - maybe that's only for 1 iteration, who knows - as you didnt specify.
I dont know what your process is, but you can do your renders without hair, and then do a second pass just spot-rendering the head + hear + immediate surroundings. Doing these two render passes separately should converge faster.
It's not the technology as dForce can do its work if the setup is well done, it's rather the PAs who should be more descriptive of their hair features in the product page. Of course another disadvantage is we don't have control on dforce hair because DAZ decided so. Thus we can't even try to fix them and the only option is to ask for refund, if the PA description is not clear or deceiving. However exporting to blender is always possible, as Diffeomorphic provides tools to edit dforce hair, but this of course requires a fair amount of work if the hair is not "ready to use". That's why it is often preferable to use blender native hairs instead.
https://github.com/Diffeomorphic/import_daz/wiki/Hair_Tools
If it looked 10 times as good and only cost you 8 minutes more for something that will be inflicted upon the world forever, it could be worth it. The cost benefit analysis is up to you.
...picked up a G9 strand based hiar that was stylistically ideal for one of my characters (Curly Low Bun for Genesis 9). Manual fitting seemed much trickier even though it included a cap, particularly as there were no default character head fits (which actually helps in the process to a degree). It also uses dual lobe shaders so some of Slush's hair tools supposedly wont work on it. After I did swapped into Iray view mode it looked a bir strange particularly around the ears and neck I increased the collision setting a couple notches but started noticing the cap itself "bleeding" into the ears in openGL view..
When I tried to make a very minor adjustment to the tessellation suddenly that's when everything went haywire. Not only did the Daz programme become unresponsive. (the dreaded "not responding" error), but it locked my entire system up to where I couldn't even open Task Manager to see memory/CPU usage and cancel the process This lasted for about 20 minutes (at one point I even considered doing a hard shutdown to get out of it) Slowly I was able to finally regain some bit of control and was finally able to close the programme via Windows Task Manager.
The silly part is with all the discounts I only paid a little over 2 USD for it and feel silly writing a support ticket So i just uninstalled it until I am finally able ro afford upgrading my ancient hardware.
Yeah, definitely staying l;ear of dForce SB hairs for now, particularly those that use Omni shaders as I am still on 4.21. (which has the last Nvidia driver that supports my OS).
Does the Omni Shader add to the difficulty of using that hair? I don't think I have any hair with Omni Shaders. There's a nice looking hair for Cheyenne G9 in QG that is tempting, but after this discussion of dForce SBH and now Omni Shaders, maybe I should stay away from it.
...that particular hair I mentioned does not use the Omni shader system.
A few months ago I purchased Untamed Long Hair for Genesis 9, 8.1 and 8 which is strand based and uses Omni shaders but didn't state so clearly in the product description, I fortunately was able to return it for a refund as it was useless since, as I mentioned above, I am still on Daz 4.21.
If strand hair looked 10 times as good I would reconsider, but it often looks like a wig made out of straw.
That is often due to the settings for the shader on the hair. You can adjust the shine, thickness of the strands, secondary reflections, loads and loads of attributes. I am now 100% fan of the omnishader.
Omni Shader is just a shader; you could swap it out for any other hair shader and it would work just as well.
I think what's needed is for the hair to explicitly state whether it's
And one other thing that is imperative to prevent accidental purchase for an inappropriate version is the minimum version of DS required to do what needs doing to render it to be displayed on the sale page. Having a no-questions-asked returns policy is not an acceptable substitute for publishing this information.
Regards,
Richard
I agree, though it should be: 4. Strand based hair that doesn't simulate
Imperative? While I agree the store should have this data, this isn't a hill I'd die on. There are hundreds of improvements needed in the store. I don't think strand vs mesh hair is in the top 10.
And your last sentence is why it would make business sense for Daz to improve the details of their store items: it would allow their customer support department focus on real support issues and not on refunds for purchases that only frustrate customers.
the "if" condition and "often" qualifier are doing a lot of heavy lifting in your assessment.
The best SBH are an entire order of magnitude better than the best cloth hair. Obviously if you for whatever reason decide to buy and use the worst ones, then that is not strand-based hair's fault.
I agree. No business case for DAZ. But for an organisation that wished to be seen as customer centric, efficient & responsive, I believe there is one.
Regards,
Richard
....I tried that. I have all of Sloshwerks hair shading tools and none worked .
I could be mistaken, but I don't think Sloshwerks released hair tools for SBH.
I don't have it and can't check, but there is this older product by @Totte and @Chevybabe25, which should work with SBH (best to check in the commercial thread before though):
https://www.daz3d.com/line-zero-dforce-strand-hair-shaders
Commercial thread: https://www.daz3d.com/forums/discussion/636316/released-line-zero-dforce-strand-hair-shaders/
There is a major difference between SloshWerks superb shaders for Mesh Based Hair and Omn shaders for Stand Based Hair, as they are great for what they are designed for.
Chevybabe25 do have some more SBH shaders, like Revolution, which is great SBH shader system too. I did the scripts for line zero and Chevy did the shade system for it.
Just in case, you did it in two steps: you convert the hair to something else than the omnishader by using the hair shader in the Default Resources, and then you applied the Sloshwerks shader?
Yes the Line zero shaders will work just fine with the one click. Some people even prefer them :)
Is there any way to recognize if dForce hair can be simulated or not? For example FeSoul's hair assets are called dForce hair but don't simulate very well or sometimes at all. I am very curious to know.