RELEASED: Next Generation Strand Hair. dforce Feisty Feather Bun *Commercial*

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Comments

  • chevybabe25chevybabe25 Posts: 1,256

    "Lovely hair - and also excellent work on the ornate hair sticks, they're really detailed. I predict we'll be seeing a lot of this hair in the galleries. heart"

    Thank you :)   Im excited to see such a positive response!!   Im hoping that more people will give dhair a second chance now.  

  • MasterstrokeMasterstroke Posts: 1,985

    chevybabe25 said:

    "I have been setting all dForce hairs to Render Tesselation of 1, and that seems to work fine. I am sure what I see is curves, as normally a setting of 1 can look pretty awful on many hairs."

    You can absolutely tell just by looking at it. Chances are, curves are enabled.

     

    "cryingcryingcrying
    That's too bad.
     "

    Sorry :(  

     

    Oh wait, I could parent the salp to any G8's head, like a prop, right? 

  • chevybabe25chevybabe25 Posts: 1,256
    edited May 2023

    Yes. It can be parented to G8, just not autofit.

    Post edited by chevybabe25 on
  • FSMCDesignsFSMCDesigns Posts: 12,755

    chevybabe25 said:

    "Lovely hair - and also excellent work on the ornate hair sticks, they're really detailed. I predict we'll be seeing a lot of this hair in the galleries. heart"

    Thank you :)   Im excited to see such a positive response!!   Im hoping that more people will give dhair a second chance now.  

    I hope so too so more PAs will make dforce hair. Dforce hair is pretty much all I use, but I am very picky on styles and the choices are pretty slim for me, especially since I tend to use cloth based and not SBH most of the time.

    I am REALLY looking forward to trying this one!!!

  • chevybabe25chevybabe25 Posts: 1,256

    "I hope so too so more PAs will make dforce hair. Dforce hair is pretty much all I use, but I am very picky on styles and the choices are pretty slim for me, especially since I tend to use cloth based and not SBH most of the time.

    I am REALLY looking forward to trying this one!!!"

     

    I am sure you will see some great dhair from other vendors soon :)

  • MasterstrokeMasterstroke Posts: 1,985

    chevybabe25 said:

    "I hope so too so more PAs will make dforce hair. Dforce hair is pretty much all I use, but I am very picky on styles and the choices are pretty slim for me, especially since I tend to use cloth based and not SBH most of the time.

    I am REALLY looking forward to trying this one!!!"

     

    I am sure you will see some great dhair from other vendors soon :)

    I am not really a big fan SBH (yet?) and do like dforce polygon hair more, but chevybabe25 hair is actually the to go to hair if you need SBHair. 

  • chevybabe25chevybabe25 Posts: 1,256

    "I am not really a big fan SBH (yet?) and do like dforce polygon hair more, but chevybabe25 hair is actually the to go to hair if you need SBHair. "

    Well Im hoping to make you a truly big fan :) 

    Im already excited about this next one Ive been working on. Shoulder length, lots of glorious details, full,dense hair.. and under 2 million verts.  I really cant get over how nice it renders, even under crazy strong lights. 

  • EboshijaanaEboshijaana Posts: 504

    So I made test renders for dForce hair tesselations from 0 to 3.

    0 Looks good but it does not reflect the light much.

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  • chevybabe25chevybabe25 Posts: 1,256

    Thats exactly why it needed a new shader.

  • chevybabe25chevybabe25 Posts: 1,256

    With tesselation 0, there is no opacity, and no transmission. Also glossy layered weight is all kinds of weird. The shader settings have had to be completely changed, on top of the extra brick for dual lobe. But for weight difference, im sure you can see how much easier it is to handle.

  • FSMCDesignsFSMCDesigns Posts: 12,755

    chevybabe25 said:

    "I am not really a big fan SBH (yet?) and do like dforce polygon hair more, but chevybabe25 hair is actually the to go to hair if you need SBHair. "

    Well Im hoping to make you a truly big fan :) 

    Im already excited about this next one Ive been working on. Shoulder length, lots of glorious details, full,dense hair.. and under 2 million verts.  I really cant get over how nice it renders, even under crazy strong lights. 

    if you are inetrested in future ideas, I really need shorter dforce hairstyles that will drape correctly when upside down, sideways, etc, extreme poses without having to go in and try to adjust the weights myself . Starter styles are also a big plus when using extreme poses with other items like clothing. FeSouls dForce FE Wave Hair is just perfect and I use it all the time, unfortunately none of the hairs they have released since that one have been dforce hair which is confusing since the one dfroce they did release was a homerun IMO..

    To be honest, I loved the look of your Double Dutch Braids hair, but could never get it to drape very well, especially the bangs, so I never bought any other dforce hairs from you. I hope to rectify that going forward after seeing these previews.

  • chevybabe25chevybabe25 Posts: 1,256

    I appreciate the feedback!  I can't make things better if I don't know understand what a user needs or wants.  Was it because the bangs were too drapey with a simulation or not enough?

  • AllenArtAllenArt Posts: 7,169

    VERY nice! As a person who's not fully enamored with the current strand based/dynamic hair, I'm intrigued ;).

  • FSMCDesignsFSMCDesigns Posts: 12,755

    chevybabe25 said:

    I appreciate the feedback!  I can't make things better if I don't know understand what a user needs or wants.  Was it because the bangs were too drapey with a simulation or not enough?

    I appreciate the response and the interest. it was not enough of a drape. It needed to act with real hair without ten cans of hairspray, LOL  I just did a quick animated (30 frames) simulation and you can see where the bangs should be, but are not, even with the more preset applied.

    I know why this happens, just not technical enough to fix it myself. It's the same for lady Little fox dforce hairs. I purchased Kinley hair and freakin love the style, but it does the same thing and is only usable in certain situations when you really don't need much of a drape and why I stopped purchasing her other dforce hairs also

    I love the look of your Fierce Tales Hair, Sweet Magnolia Hair, and especially your Fringe Benefits Hair, but not knowing if they would drape like real hair when say, laying on a bed or hanging upside down has kept me from purchasing.

     

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  • GordigGordig Posts: 10,062
    edited May 2023

    FSMCDesigns said:

    chevybabe25 said:

    I appreciate the feedback!  I can't make things better if I don't know understand what a user needs or wants.  Was it because the bangs were too drapey with a simulation or not enough?

    I appreciate the response and the interest. it was not enough of a drape. It needed to act with real hair without ten cans of hairspray, LOL  I just did a quick animated (30 frames) simulation and you can see where the bangs should be, but are not, even with the more preset applied.

    I know why this happens, just not technical enough to fix it myself. It's the same for lady Little fox dforce hairs. I purchased Kinley hair and freakin love the style, but it does the same thing and is only usable in certain situations when you really don't need much of a drape and why I stopped purchasing her other dforce hairs also

    I love the look of your Fierce Tales Hair, Sweet Magnolia Hair, and especially your Fringe Benefits Hair, but not knowing if they would drape like real hair when say, laying on a bed or hanging upside down has kept me from purchasing.

    There are a number of settings to look for in dForce SBH hair if it's not moving enough for you. Select the Bangs surface of the Braids object. Here is a sequence of simulations (I incorrectly adjusted a couple other surfaces first, so your own simulations won't look exactly like this):

    Local Shape Constraint Stiffness .95 (default)

    .5

    .25

    .1 and also Local Shape Constraint Tip Stiffness .1

    It seems like these changes also affect the side braid, so maybe ChevyBabe could isolate the front tails into their own surface?

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    Post edited by Gordig on
  • chevybabe25chevybabe25 Posts: 1,256

    "VERY nice! As a person who's not fully enamored with the current strand based/dynamic hair, I'm intrigued ;)."

    Thanks Laurie :)   

     

    I appreciate the response and the interest. it was not enough of a drape. It needed to act with real hair without ten cans of hairspray, LOL  I just did a quick animated (30 frames) simulation and you can see where the bangs should be, but are not, even with the more preset applied.

    I know why this happens, just not technical enough to fix it myself. It's the same for lady Little fox dforce hairs. I purchased Kinley hair and freakin love the style, but it does the same thing and is only usable in certain situations when you really don't need much of a drape and why I stopped purchasing her other dforce hairs also

    I love the look of your Fierce Tales Hair, Sweet Magnolia Hair, and especially your Fringe Benefits Hair, but not knowing if they would drape like real hair when say, laying on a bed or hanging upside down has kept me from purchasing.

     

    I had to pull the braids out of the archives to remind myself what had happened here. As this was my second dhair product at a time when dhair was brand new, there was a lot of experimenting and learning with simulation settings.    Im looking at the settings in wonderment, which is a good sign Ive learned a few things since then .  If you still have this hair, when you get a chance, expand the hair in the scene tab, select the braids, select the bangs surface and change the Local Shape Constraint Stiffness to 0.65.  It should animate nice for you :)

     

    I make these hairs with middle of the road users in mind, meaning they will work/look like a geo hair ( morphs and a normal static pose) so if a user doesnt want to sim, they dont have to.  Most sim settings for them ( ones with complex bangs, or updos that can fall apart) are also made with that in mind and end up with a general stiffer setting.  With that said, going forward,  on longer hair items,  I will  inlcude some starter pose morphs like you suggested, that are designed for simming., so that they work more like the dforce cloth hairs.  BUT should something get you stuck, send me a note. Either in these threads, pm, or Discord.  I can help and I have the answers, you just have to ask :)

    Once this bun releases, I'lldo a quick write up about the general simulation settings, so that anyone can tweak it to work to their needs.

  • I am sure you have plenty of your own ideas.... but this "next generation" might make some awesome beehives... which are sadly under-represented in the Daz Catalog of Hairstyles.

  • MasterstrokeMasterstroke Posts: 1,985

    AllenArt said:

    VERY nice! As a person who's not fully enamored with the current strand based/dynamic hair, I'm intrigued ;).

    Take in account, that vendores improve. When SBHs were new, the hairs were horrible. Now today, you see a lot better hairs. 

  • chevybabe25chevybabe25 Posts: 1,256
    edited May 2023

    "I am sure you have plenty of your own ideas.... but this "next generation" might make some awesome beehives... which are sadly under-represented in the Daz Catalog of Hairstyles."

    OOO that is 2 people for beehives in here.. I shall consider it :)

     

    "Take in account, that vendores improve. When SBHs were new, the hairs were horrible. Now today, you see a lot better hairs. "

    There is a good sized learning curve with dhair. But practice makes perfect, and all that jazz.

    Post edited by chevybabe25 on
  • HavosHavos Posts: 5,362
    edited May 2023

    One strange effect I have noticed with dForce hairs using curves is how the hair can look radically different when spot rendered compared to the initial full render. I would be interested if the new shader would fix this. I use spot renders to correct issues I see after the full render has been completed. You fix the problem, then spot render the affected area. That is a lot faster than re-rendering the whole thing again. In theory the spot render and normal render should be identical, if the lighting/settings etc are unchanged. However with dForce hair that does not appear to be true. Look in the example below of the house cat with dForce hair. Left hand render is the initial render, and on the right is the render again using spot render. Lighting is identical in both renders. The hair has tesselation render sides of 1. In the spot render the hair is shiner. To be honest I prefer the spot render as the hair appears to catch the light in a more realistic manner, so recently I have spot rendered any dForce in the picture.

    Will the new shader fix this issue?

    House Cat Render.jpg
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    Post edited by Havos on
  • chevybabe25chevybabe25 Posts: 1,256
    edited May 2023

    That is kind of peculiar. Ill try a few tests and see what i find.  Curious. Wasthe fur done in the strand editor and thats why its set to 1?

    Post edited by chevybabe25 on
  • GordigGordig Posts: 10,062

    Havos said:

    In theory the spot render and normal render should be identical, if the lighting/settings etc are unchanged.

    Theoretically that should be true, but that's never been my experience.

  • HavosHavos Posts: 5,362

    chevybabe25 said:

    That is kind of peculiar. Ill try a few tests and see what i find.  Curious. Wasthe fur done in the strand editor and thats why its set to 1?

    I don't know, the dForce hair is from this product: https://www.daz3d.com/daz-house-cat-with-dforce-hair

    I did not create it myself. In this particular product the default setting of tesselation sides is 1, however I have seen the same effect on many other hairs where I have reduced the default settings to 1 in order to use curves.

  • chevybabe25chevybabe25 Posts: 1,256

    Tesselation 1 does some really weird stuff.  However, check your render settings and see if bothe viewport line tesselation  and render tessleation are the same. There are some theories.

  • HavosHavos Posts: 5,362

    chevybabe25 said:

    Tesselation 1 does some really weird stuff.  However, check your render settings and see if bothe viewport line tesselation  and render tessleation are the same. There are some theories.

    In that render both were set to 1. I always assumed the viewport setting was irrelevant to the actual render.

  • chevybabe25chevybabe25 Posts: 1,256

    From what I am understanding the spot renderer is different. There was some speculation that maybe it uses the viewport tesselation, but if they are the same, then its obviously its not that.  

  • HavosHavos Posts: 5,362

    To test your theory I spot rendered the cat again, using a viewport tesselation of 0 the first time, and 1 the second time. In both cases the render line tesselation was 1.

    Both renders were identical, so I don't think viewport tesselation has an effect on the final render, but I don't know this is always true.

  • AllenArtAllenArt Posts: 7,169

    Masterstroke said:

    AllenArt said:

    VERY nice! As a person who's not fully enamored with the current strand based/dynamic hair, I'm intrigued ;).

    Take in account, that vendores improve. When SBHs were new, the hairs were horrible. Now today, you see a lot better hairs. 

    Even the newer ones don't look so great to me and they're still a drain on resources, even for a more powerful machine like mine. 

  • tsroemitsroemi Posts: 2,744

    One more question, can I hide the wispy hair ends that stand up from the bun at the back? I'm not really sure from the list of morphs, and there's no promo to show it. Thanks!

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