Good, realistic dforce Hair, please.

MasterstrokeMasterstroke Posts: 1,982
edited January 12 in Product Suggestions

Can please anybody create some realistic good looking polygon hair with dforce features?
Like the quality of OOT hair or Hair studio, but in dforce?

Post edited by Masterstroke on

Comments

  • Linday hair is dForce polygonal hair. I have two, G8F Side Layer Messy Hair and G8F Classic Blowout Hair, and can confirm that they are remarkable. Regards, Richard.
  • MasterstrokeMasterstroke Posts: 1,982

    Thank you for answering so quickly. I know and have puschased a lot of Lindlay Hair products and I keep constantly running into frustrating problemslike long calculation times up to 15 minutes, exploding meshes and render results that resembles more like party wigs, than real hair.
    The most realistic looking hair vendors are OOT, Hair sudio and FeSoul, but those vendors don't offer dforce, and in case of Hair Studio and FeSoul you have a lack of control dials.

     

  • I will not purchase or use Hairs that do not have D-Force.  Linday, Aprilysh, and others have excellent products in this area.  However, the Kensington and Suzina Hairs by PhilW are my favorites:

    https://www.daz3d.com/dforce-kensington-hair-for-genesis-8-and-81-females

    https://www.daz3d.com/dforce-suzina-hair-for-genesis-8-and-81-females

  • I agree that Lindsay's simulation times can be high. I had a GTX1060, and sometimes was up to 20 mins. Never had an explosion. Fortunately ... I think the more recent ones are quicker. Regards, Richard.
  • MasterstrokeMasterstroke Posts: 1,982

    nakamuram002 said:

    I will not purchase or use Hairs that do not have D-Force.  Linday, Aprilysh, and others have excellent products in this area.  However, the Kensington and Suzina Hairs by PhilW are my favorites:

    https://www.daz3d.com/dforce-kensington-hair-for-genesis-8-and-81-females

    https://www.daz3d.com/dforce-suzina-hair-for-genesis-8-and-81-females

    Very good hair shapes, but my problem with SBHs is, how to get natural hair colors. Very often blonde Hair shaders turn out to be just bright yellow or pink. I just can't figure out, how to edit the hair color on SBHs.

  • felisfelis Posts: 4,309
    edited January 12

    For SBH hair, maybe try Zero Line hair shaders, https://www.daz3d.com/line-zero-dforce-strand-hair-shaders

    Also for light hair I think making the strands a bit thinner is more natural.

    But there is also differenties on SBH hair.

    SBH_test_06.png
    1200 x 1200 - 2M
    Post edited by felis on
  • Masterstroke said:

    nakamuram002 said:

    I will not purchase or use Hairs that do not have D-Force.  Linday, Aprilysh, and others have excellent products in this area.  However, the Kensington and Suzina Hairs by PhilW are my favorites:

    https://www.daz3d.com/dforce-kensington-hair-for-genesis-8-and-81-females

    https://www.daz3d.com/dforce-suzina-hair-for-genesis-8-and-81-females

    Very good hair shapes, but my problem with SBHs is, how to get natural hair colors. Very often blonde Hair shaders turn out to be just bright yellow or pink. I just can't figure out, how to edit the hair color on SBHs.

    Agree, but brunettes sure look good!! 

  • MasterstrokeMasterstroke Posts: 1,982
    edited January 13

    felis said:

    For SBH hair, maybe try Zero Line hair shaders, https://www.daz3d.com/line-zero-dforce-strand-hair-shaders

     

    Got this hair shader. Very good advise, thank you. 
    EDIT:
    Suzina Hair and Zero Line shaders do actually look really good together.



     

    SuzinaHair Test.jpg
    943 x 1124 - 961K
    Post edited by Masterstroke on
  • pixelquackpixelquack Posts: 288

    I respectfully disagree: I'd much more like to see more sets with good situation presets: wind, lying on back/side, upside down, HAT MORPHS (why doesn't every hair set has hat morphs?), a second version with wet shaders and geometry and posable in the details with IK. I often tweak the pose so much I have to run with how I imagine it's gonna look in the end as simulation takes ages, and adjusting poses of pieces is much quicker and has almost the same result. Rest I can postwork. Now, people have different workflows and expectatation, but dForce for hair to me is of very limited use. I could see a simple invisible set that takes seconds to simualte and a script that then clads the rest of the hair to best of abilitties along the simualted bits - or simply a better (=quicker) simulation.

  • MasterstrokeMasterstroke Posts: 1,982
    edited January 13

    pixelquack said:

    I respectfully disagree: I'd much more like to see more sets with good situation presets: wind, lying on back/side, upside down, HAT MORPHS (why doesn't every hair set has hat morphs?), a second version with wet shaders and geometry and posable in the details with IK. I often tweak the pose so much I have to run with how I imagine it's gonna look in the end as simulation takes ages, and adjusting poses of pieces is much quicker and has almost the same result. Rest I can postwork. Now, people have different workflows and expectatation, but dForce for hair to me is of very limited use. I could see a simple invisible set that takes seconds to simualte and a script that then clads the rest of the hair to best of abilitties along the simualted bits - or simply a better (=quicker) simulation.

    I completly agree here. I just forgot to mention it. 

    Post edited by Masterstroke on
  • Masterstroke said:

    felis said:

    For SBH hair, maybe try Zero Line hair shaders, https://www.daz3d.com/line-zero-dforce-strand-hair-shaders

     

    Got this hair shader. Very good advise, thank you. 
    EDIT:
    Suzina Hair and Zero Line shaders do actually look really good together.



     

     This product looks like a winner!!

  • Masterstroke said:

    pixelquack said:

    I respectfully disagree: I'd much more like to see more sets with good situation presets: wind, lying on back/side, upside down, HAT MORPHS (why doesn't every hair set has hat morphs?), a second version with wet shaders and geometry and posable in the details with IK. I often tweak the pose so much I have to run with how I imagine it's gonna look in the end as simulation takes ages, and adjusting poses of pieces is much quicker and has almost the same result. Rest I can postwork. Now, people have different workflows and expectatation, but dForce for hair to me is of very limited use. I could see a simple invisible set that takes seconds to simualte and a script that then clads the rest of the hair to best of abilitties along the simualted bits - or simply a better (=quicker) simulation.

    I completly agree here. I just forgot to mention it. 

    A good compromise is something like Aprylish's Heirun hair, which has a D-Force Weight Node.  It can be posed in the traditional manner, then draped in simulation to look more natural.  What I am looking for is maximum flexibility.  I do not believe that anyone has created a hair set that has adjustments that "covers all of a character's poses".  D-Force draping can help in that area.  Better to have it an not use it, than not have it at all.  Think of it as just another way of adjusting.  That being said, I still favor strand-based hair.  I am not looking for precise posing, I like the "randomness" of D-Force.  It can produce some very pleasant surprises.

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