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Also, since I repeatedly failed to mention it, playing with the random root angle really helps get a realistic look for body hair. I made a crazy, gnarled unibrow earlier where I went nuts with the random root angle, and I really like how it turned out.
Ah yes, the young Tom. You seem to be getting closer.
LOL - pretty damn accurate!
Thanks Divamakeup for an awesome tutorial!
thx for the workflow so many things comes to my mind to play with using this settings.
I wonder if anyone has found a way to save the Strand-Based Hair as a wearable or prop or asset? Seems somewhat limiting to have to recreate the hair for every different character yet if the only way to save the hair is to save the whole scene or scene subset, then the hair will only load with that character. Or am I missing something obvious?
[EDIT] I did miss something obvious previously suggested by @Divamakeup - that is to save as a base G8F and then bring her into a new scene, apply a saved character shape and saved MAT preset. I just tried that and it worked. However, I still think it would be better (and a basic requirement) to be able to save the hair itself and fit it to any G8F character.
I wonder if anyone has found a way to save the Strand-Based Hair as a wearable or prop or asset? Seems somewhat limiting to have to recreate the hair for every different character yet if the only way to save the hair is to save the whole scene or scene subset, then the hair will only load with that character. Or am I missing something obvious?
I used strand based hair to make my Neolithic fur outfits for G8F and G8M over at Rendo. If you save the item as a scene subset, then load into the scene and put it onto the target character using 'fit-to', it works fine for multiple characters. The same approach should work for an invisible hair cap with SBH attached, though you'll wind up with a static hair shape that will have to be restyled depending on your character pose.
What is the limitation of using the 'fit to' selector for the SBH hair node? is a successful fit based on the geometry of the surface, so it should work on characters within any generation of figure it was created on?
I wish there was some formal documentation of sbh. even garibaldi wiki has a bunch of broken images and unfinished wiki entries.
https://www.garibaldiexpress.com/docs/Garibaldi_Express_Documentation
The 'fit-to' selection is made on the item that has SBH created on it, NOT on the SBH itself. The only issues I've seen across generations is the arm and leg position differences between gen3 and gen8. Within a generation, 'fit-to' seems to work fine.
OK thanks ... a bit of an advance on the apply shape/mat method so I'll try it later today. I'm assuming that, once fitted, you can again save that character as a subset without issues (obviosly I'll find out for myself later).
By the way, this is the first time I've tried creating the hair and I chose a rather unusual place to start: a third-party geograft. Yes, I'm talking about the hairy nether regions and I have to say that I'm impressed with the results (thanks in no small part to the excellent tutorial that is the subject of this thread). I checked on the R'otica website and a similar "hairpiece" is being sold for $16 and I can modestly claim that my initial effort looks just as natural as the commercial version though it doesn't have the list of adjustments and shapes that the R'otica product boasts.
OK - I tried it and it works. Source was G8F base wearing SBH and I had a target G8 character in the scene. Used Fit To and then Change Parent and now my character is no longer shaved bald.
Many thanks.
[EDIT] Oops, sorry - just discovered a hitch. I moved my character and the hair didn't move with her. I had parented to the geograft so I tried parenting to the main figure hip but it still wouldn't move. In the end I tried "unparent" and now it moves with the figure. Not sure I understand why but it works.
That sounds bass ackkwards lol
One of the more peculiar quirks of SBH... DON'T parent it to the surface you create it on. If you do it won't move properly when you move the figure. Just leave it alone and it will be fine, except that you'll have a separate entry for it in your scene list. It helps to give it a unique name when you create the hair, so you can tell them apart if you have more than one in your scene.
Yes, as @TheKD said - seems all wrong but that's what I found. Good tip about the unique name (I do that for geografts too as multiple characters can be "wearing" the same item).
Posted this in another thread, so I thought I'd share it here, too. I spent some time playing around with surface settings so that fur would match the creature's base texture. I present to you the Daz Jaguar, without the base texture (meaning that all the coloring is coming from the hair itself) and with, and my settings. The hair itself is completely default since I was only interested in the surface settings.
I don't understand the texturing of SBH...
I was playing with Exeter's Neolithic set (i liked the texture of the Shawl), but where is the overall texture of the hair pattern actually coming from? It's not on the SBH surfaces anywhere, or is it?
SBH isn't a texture, it's appearance is controlled by the density and length the hair when you create it on the target surface. You can edit the hair by using the 'edit strand based hair' function, then under the 'density' tab in the window that pops up you'll see the settings controlling length and density. Be careful about going too far, if you get the density function too high it can bring you system to its knees when you try to render the image.
Thanks. I think I had it on quite high density on that image i posted.
What I meant to ask is: there is clearly light, dark, and differently-coloured patches of the outfit. How do those variations of the strand colours arise across the surface without a texture? Or are they just shadows/highlights?
I'm also confused about colouring the hair. I don't know where to change the colour because the settings in the editor do nothing for IRay renders and the Surfaces tab is a mystery. Playing with the colours in the Surfaces also seems to do little to nothing so I have made hair that is dark brown to black and have no choice in the matter.
Another question: on my first attempt I managed to get short, curly body hair but I have no idea how I did that and have not been able to repeat it. Now I get straight hair (or somewhat bent but certainly not curly) and it points every which way. I have played with clumping and straggles and friz but to no avail.
Gordig above showed how to change colours on surfaces tab with texture maps on the root and tip (or just choose a colour). I guess these are the parameters you change to change colour.
Garibaldi wiki has some really vague explanations of other parameters on surface tab: https://www.garibaldiexpress.com/wiki/index.php?title=Garibaldi_Shader
Gordig also mentioned curly hair in other thread: https://www.daz3d.com/forums/discussion/comment/4721676/#Comment_4721676
The texture maps aren't strictly necessary in all cases. I used it for that example because I wanted the fur to match the pattern of the base texture. For most other uses of SBH, you can simply change the colors.
Isn't that Garibaldi shader for 3Delight? I read somewhere that it doesn't work with IRay - as I said, whether I play with colours in the Surfaces tab or inside the editor, I see no change in the render.
Thanks for the link to the curl parameters - I'll give that a try.
Oh right. I see when you create a new SBH it has RSL and MDL surface options. I assume we just ignore the RSL default surface settings if we are rendering in Iray.
You just have to try coloring and render at 640x360 or such low resolutions to see a quick impression of the colors you chose.
Did another trial with MilCat. I put a little more effort into styling the fur, but the styling controls are not very satisfying to use at this point, so I'd have to do quite a bit more work to get the full effect I'm after.
I think I was using the wrong shader. @peenwolf said that there are two shaders - RSL and MDL - but I wasn't aware of this so when I get a chance later I'll check that out, if I can find the settings.
Yeah, I got stuck with that bottle brush style too, only on a much smaller scale. I don't envy your task with the comb!
Today I was trying to make a really ragged/clumpy fur collar (simlar to Night's Watch uniform from Game of Thrones).
Is there any way to smooth out the jagged hair segments?
Anisotropy off and the fur looks like its base.
I myself use these settings. It is important to put your base texture in EVERY colour section, so it shows.
In the Neolithic clothes I was going for the effect of worn/used furs, so I put a texture on the shawl surface with a bump map, then used a relatively low density for the hair. When the clothing drapes, you get different degrees of the underlying surface showing through. That gives the the variations you see. It results from a combination of the hair, the underlying surface, and the orientation of the hair changing due to dForce.