Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Definitely have to try this later today as well! Thanks a lot for the info!
I know the meshes that OOT uses are quite high density, and heavy on memory, and then the textures are quite large as well as numerous, but generally speaking I can hit render and see an image, even with final render settings, within about 2-5 minutes (depending on the scene complexity).
What I've tried with strand hairs I think the MINIMUM I've seen so far has been around 5 minutes to actually start rendering.
I'll try some of these settings out tonight and see what I can come up with - thanks!
There's not a whole lot of strand hairs that I like, but there's a couple that look really great, and I'd like to not have to omit them completely from my options.
Depends on the strand based hair.
Depends on the pose used, because no matter how brilliant polygon hair can look, in the wrong pose it looks terrible because the morphs don't allow it to look right.
I tend to prefer strand based hair, because to has depth, funny angles tend to not look infinitely thin.
Most polygon hair you can add a dash of dForce to (the cloth engine) to get it to sit more naturally. AprilYSH's hair takes to dForce quite nicely. Windfield's also tends to be on the lighter side (compared to OOT's) and I think could dForce well too. It doesn't take much...just a touch.
For example, here is AprilYSH's Reina hair with a smidge of dForce to get the back to flow -
On the SBH argument, j cade's examples are quite lovely and I would totally buy those. But as a general rule, as in like 99.9% of the hairs I've seen made available, even after the aforementioned two years PA's have had to play with the SBH tool, it looks like infernal poo. Aside from fur (in which case I still prefer AM's Catalyzer fur over dForce fur), I just don't like it because of what we have available to use. I've made a few enhancements to capes and bracers and whatnot (strips of fur here and there) but nothing on someone's head just because of how unwieldy the tool is. SBH or dForce Hair (not cloth dForce) is very heavy...even heavier than OOT's hair...at least on my system (32GB RAM, RYZEN 7 1800x, 1080TI). I avoid it like the plague. I could overlook the heavy system usage if we had options that looked jaw-droppingly good, but we just don't.
Ive never been able to make something in SBH editor that actually looks good, but it took me 10 minutes to style this from this, so surely a PA (not Phil) that actually spent time on it could make something good lmao.
Btw, i rendered these with the default Rubber shader for 5 minutes only because i couldnt be bothered to actually use dual lobe or something which takes considerably longer.
Hey, can you tell me why you tweak PR settings. The thing is I noticed that a lot of strand based hair clip through the body after simulating them. Now, after learning the meaning of PR and PS I'm thinking it's because the PR settings get applied after simulation. I haven't tested this yet though.
And one more request. Would you be willing to share a simple shader for strand based hair. I think a lot of PA's hair just suffer from bad shaders.
Thank you
I am having the same trouble with hair being occulded by the figures body when subdivisions are set higher than 0 or Base. The hair doesn't 'fit' to the higher resolution morphs, so is there any way to correct this?
I think I understand what you are saying. Check the parameters tab for the figure and make sure that both viewport and render subd are set to the same number. Theres some kind of weird bug.