The new hairs today
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in The Commons
The three new hairs that have been released today, are they strand based? Usually the product description will mention if they are strand, but not in ths case, although the product images look like stand hair to me. I avoid strand hair because to uses far too many resources on a single figure for my needs.
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I can't say for certain, but as far as I know Ergou only makes cloth hair.
"I avoid strand hair because to uses far too many resources on a single figure for my needs."
All of that is about to change ;)
Sounds intriguing. If you have some cunning plan to render DAZ strand hair in Octane without converting it to geometry I'll be really impressed.
I will have to look at Octane before I promise more magic lol.
I don't use Octane in DS, but it's perfectly capable of rendering curves in C4D.
I think ( though I'm not sure ) that Maxon integrated Octane into C4D, in a similar way to how DAZ integrated Iray into Studio. I think the Studio plugin for Octane is not integrated enough for strand hair. My previous attempts with strand hair produce nothing in Octane unless I increase the subdivision of the hair in DAZ, then it works. Of course increasing the subdivision at least doubles the amount of geometry, which is already high.
I think it will be an "if" it can read the daz curves.
Just tried it myself, and I forgot what an unbelievable pain in the ass working with Octane in DS is.
edit: at least for this hair, all it takes is setting viewport line tesselation to 2.
Thanks Gordig, I'll have another try, yours looks promising. I agree Octane is not the easiset thing, but "no pain no gain". For me it is much faster then Iray, and my GPU doesn't get as hot while rendering. I'm happy to spend a few minutes adjusting materials if it saves me twice that time for rendering.
Well then.. that is spectacular news
Just tried another hair, and the recipe seems to be viewport line tesselation 2 and preview PR hairs on. Render line tesselation doesn't seem to matter, because we're bypassing DS's render engine (at least to use the Octane viewport.
Thanks for doing that. I'll do some more experiments and see what I can do. The current Octane plugin does a better material conversion then the ones from a couple of years ago. DAZ lights are auto converted into Octane emitters, and not every surface is given a specular channel linked to the colour of the diffuse channel. I'm so used to that happening I almost always jump into the nodegraph editor and check.
Hmm, I'm getting the Eliana hair rendered ok with Preview PR hairs off and tesselation 2, but even then it's using 3.8 million triangles out of a possible 19 million which is a big chunk. If I turn Preview PR hairs on it goes up to 7.8 million triangles. For me, almost 8 million triangles used out of a possible 19 million would be way too much resources for one hair, Almost 4 million is not great, but I might be able to live with it.
Thanks all for the replies and help.
just out of curiosity, what is it set at to by default?
Eliana hair defaults to Preview PR hairs off, generate PR hairs on, viewport line tessellation sides 2, render line tessellation sides 2. It seems that I can turn generate PR hairs off and it still renders.
Well things are going to change :) Drastically. In a good way.
I await developments with eager anticipation ;)
Can I ask, will these changes affect existing strand hair, or will it be like a 'next generation' strand hair? I understand if you prefer not to discuss details.
I think its gonna be a thing going forward, at least for me. My current project, that I am wrapping up, is coming in under 2 million verts total. The hair is full, and nothing has been sacrificed to get it. Actually just the oppposite. Ive been able to add even more detail.
This sounds like a great leap forward. You might say a Quantum leap, but that would be the smallest possible one.
I am so excited, I can barely stop talking about it.
Hello
this topic made me look again at strand hairs. I also render in Octane and avoided them until this discussion.
I see now that the plug export strand hair (long time I didn't test it)
@Chevybabe : I'm more than interested with what you are imagining !!!
A dirty test I made with Ezra hair: Tesselation 3 made a 1,5 gig file in octane , Tesselation 2: 600 meg
Someone know if the Octane hair shader can be used as the hair export is an obj ? I assume it's not possible
Hi smaker1,
It looks like you are transfering files to the stand alone version of Octane render studio, rather than the Octane render which runs inside DAZ Studio. Using the Octane renderer I don't see the size of the data transferred to the plugin except if I look in the Octane render system tab. I drag Octane shaders from the Octane Live DB onto materials in the Octane plugin materials list and it works with every one I have tried.
I assume everyone here is using DAZ 4.21.
I also rarely used dForce hairs because of the huge amount of resources they needed, but since 4.21 I am using them. Basically set Tesselation render sides to 1, and preview to 0, and the rendered hair will look as good as when render sides was set to 3 in earlier releases, but uses a lot less resources that pre 4.21.
Are you talking about the Iray curves that are already available, or something else?
so sre these new hairs strand based?
Yes and no :)
Yes the iray curves, but ive been working on things to make it all work to our best advantage :) The change is huge.
You can go pretty high density with iray curves and it not even phase iray, only annoying thing is viewport slowdown.
Having PA tools to utilise SBH in its full capacity would be nice, but alas.
You are right I saved an orbx file with the plug. That my way to then assembly different files in the same octane scene, to send ultrascenery scene to octane or to begin to work on a new scene in DS4 while a render is cooking in octane. It's also simpler to manage complex scene (at least for me ! :-) )