j cade, this may be asking a lot but is there any way you could share a blend file of your eye shaders? I cannot get mine to look anywhere near as good!
Its the same setup I posted the nodes in the other thread but here you go
Sclera/Iris and Cornea/EyeMoisture + bonus real simple skin
Things will be purple as all actual maps are stripped out
also worth oting a big part of how the cornea looks is using the cornea bulge morph - since refraction bends light relative to the surface, if the shape is wrong the light bends wrong. Using an iris depth morph (or, if you're going all out to the nth degree, some actual physical displacement on the eye) can also make a difference on the interaction with the light
Im in love.... Now this just makes me want to learn Blender even more! Awesome job Cinus!!!! Now could someone explain to the noob in the room how to make the hair cap not visible?
Im in love.... Now this just makes me want to learn Blender even more! Awesome job Cinus!!!! Now could someone explain to the noob in the room how to make the hair cap not visible?
Uncheck the 'Show Emitter' in the render panel to hide the hair cap.
I updated the hair converter and documentation in the original post of this thread.
The add-on can now convert a wider variety of hair. Unfortunately it will still fail on some hair with odd shaped cards that fold back on themselves or do not start somewhere near the skull (such as Kinley hair). It will also not convert hair made of tubes such as the d-force hair by Linday. For that kind of hair, your best bet is still Deffeo.
Below is Swam's Nina hair converted to particle hair. The hair has a lot of "double quad" rows that the previous version failed to convert.
Im in love.... Now this just makes me want to learn Blender even more! Awesome job Cinus!!!! Now could someone explain to the noob in the room how to make the hair cap not visible?
mind you I still have the hurdle of exporting abc file of it converted to curves for Unreal grooms which has yet to be successful on any Blender particle hair for me but that's another story
some tips:
-the principled hair shader seems to be the best shader for hair. I like setting the randomize roughness value to 1
-randomize the particle roughness (not material) a bit to make it look more natural and keep it from looking too straight. i use around 0.01-0.05. it has a "messy" effect which I offset with clumping.
-strand shape seems to be incorrect in the manual. negative values make it thicker at the root while positive values make it thinner at the root, not the other way around. i like to use -.08
-the hair diameter in blender seems to be 10x too large. the average hair diameter is around .05mm according to google. but if you plug in .00005m the hair follicles will look too thick. if i use .000005m it looks right. I don't know if this is a bug with blender.
i've seen a similar plugin called hairnet which converts from curve and geometry to hair particles. It probably works in a similar way.
-the hair diameter in blender seems to be 10x too large. the average hair diameter is around .05mm according to google. but if you plug in .00005m the hair follicles will look too thick. if i use .000005m it looks right. I don't know if this is a bug with blender.
The default settings for many things in Blender are ridiculous. Some simulation settings are off by two orders of magnitude from what actually works. Any time your error can be expressed in orders of magnitude, you know you done f'ed up.
also not relative to this thread but the skin her is almost just the default conversion - I switched it to random walk but otherwise just left it
also rather than typing in .0000000 etc I find it easier to type in units: so ".1mm" or "100um" (microns) blender will automatically convert it. the blonde hair is actually 60 microns as blond hair tends to be thinner
also not relative to this thread but the skin her is almost just the default conversion - I switched it to random walk but otherwise just left it
also rather than typing in .0000000 etc I find it easier to type in units: so ".1mm" or "100um" (microns) blender will automatically convert it. the blonde hair is actually 60 microns as blond hair tends to be thinner
@Cinus, thanks again for making this and sharing. Awesome work!
It converts very fast and it's nice having some base settings to start from. And it's fast. I only tried it on two or three hair styles but it worked well on all of them so far. It's great having two ways to convert hair now. I plan on using both. Did I mention how fast the conversion was? Like greased lighting!
@Cinus, thanks again for making this and sharing. Awesome work!
It converts very fast and it's nice having some base settings to start from. And it's fast. I only tried it on two or three hair styles but it worked well on all of them so far. It's great having two ways to convert hair now. I plan on using both. Did I mention how fast the conversion was? Like greased lighting!
@Krampus, Glad to hear you like it and find it useful. The render looks great!
This plugin is amazing. If you're reading this thread and you haven't bothered to try it, DO IT! It takes almost no time to learn and almost no time to run. A couple critiques/suggestions:
It might be generating too many children hairs. I tweaked the thickness and I lowered the number of hairs to about 1/3rd the default.
I added random roughness, something like .05 roughness, .6 size, and .75 threshold. It would be cool if the script could have a "generate stray hairs" button that would configure this automatically since a lot of Daz hair is a little too perfect.
But honestly, this this is basically perfect and I'd be hard pressed to complain if you never touched it again. If you put it on Gumroad, I'd gladly send a few $ your way.
Just as a sneak in, since I suppose Thomas will update the blog. The diffeo hair tool got insanely fast. Yes Thomas did a great job this time as always. You can download the latest release. Please also help to test and report bugs or suggestions.
Just as a sneak in, since I suppose Thomas will update the blog. The diffeo hair tool got insanely fast. Yes Thomas did a great job this time as always. You can download the latest release. Please also help to test and report bugs or suggestions.
Comments
Thanks so much!!!
Every hair model I wanted to convert was not single flow :(
But everyone else's renders are stunning.
@TheMysteryIsThePoint I'm working on a new version that can convert multi-card strands. Just doing some final testing. Should have it done today.
will it be standalone or dependent on Diffo?
I use Blender occasionally but no so much to render but this could prove usefull if I ever get the Unreal Grooms to work
Im in love.... Now this just makes me want to learn Blender even more! Awesome job Cinus!!!! Now could someone explain to the noob in the room how to make the hair cap not visible?
You're awesome, @Cinus
Uncheck the 'Show Emitter' in the render panel to hide the hair cap.
I updated the hair converter and documentation in the original post of this thread.
The add-on can now convert a wider variety of hair. Unfortunately it will still fail on some hair with odd shaped cards that fold back on themselves or do not start somewhere near the skull (such as Kinley hair). It will also not convert hair made of tubes such as the d-force hair by Linday. For that kind of hair, your best bet is still Deffeo.
Below is Swam's Nina hair converted to particle hair. The hair has a lot of "double quad" rows that the previous version failed to convert.
@Daventaki I'm glad to hear you like it!
@WendyLuvsCatz It is stand-alone.
oh cool, will look into it
mind you I still have the hurdle of exporting abc file of it converted to curves for Unreal grooms which has yet to be successful on any Blender particle hair for me but that's another story
just making it into hair in Blender pretty cool
Holy shit, @Cinus. Brilliant. Freaking Brilliant. Works with Sagan as expected.
this plugin works great!
some tips:
-the principled hair shader seems to be the best shader for hair. I like setting the randomize roughness value to 1
-randomize the particle roughness (not material) a bit to make it look more natural and keep it from looking too straight. i use around 0.01-0.05. it has a "messy" effect which I offset with clumping.
-strand shape seems to be incorrect in the manual. negative values make it thicker at the root while positive values make it thinner at the root, not the other way around. i like to use -.08
-the hair diameter in blender seems to be 10x too large. the average hair diameter is around .05mm according to google. but if you plug in .00005m the hair follicles will look too thick. if i use .000005m it looks right. I don't know if this is a bug with blender.
i've seen a similar plugin called hairnet which converts from curve and geometry to hair particles. It probably works in a similar way.
I have HairNet
it's not great
Such excellent renders.
The default settings for many things in Blender are ridiculous. Some simulation settings are off by two orders of magnitude from what actually works. Any time your error can be expressed in orders of magnitude, you know you done f'ed up.
I just measured a hair with the measure tool and it indeed looks like it is exactly 10x off
edit: I found out it was because my model was scaled up by 10x. I did not know this scaling factor would affect particles. my bad.
here's what it looks like with a more correct hair diameter.
another couple tests
this is addictive
also not relative to this thread but the skin her is almost just the default conversion - I switched it to random walk but otherwise just left it
also rather than typing in .0000000 etc I find it easier to type in units: so ".1mm" or "100um" (microns) blender will automatically convert it. the blonde hair is actually 60 microns as blond hair tends to be thinner
Just amazing results!
this worked beautifully on some SAV hairs
but sadly for me my next steps to get grooms into Unreal were too heavy,
I was careful I thought not to make too much hair too and my computer happily let me move it around real-time in Eevee
it hasn't crashed yet converting mesh converted from hair to curves but been not responding for hours,
I very much doubt it will fit in an Alembic abc file the step after that either
then I have to get Unreal editor to import it!
and apply the Niagara particles
after exporting the Alembic (yet to try as Unreal Groom)
I extruded the curves mesh 0.0001 I think it was
D|S will load the Curve mesh but as polylines cannot render it (or turn into Dforce hair LOL as not a PA)
so I ended up with a 1.3GB obj (curves were something reasonable but no use in D|S)
the UV's are preserved that's cool
D|S iray render
(yeah silly doing the round trip back to DAZ as fiber mesh, very highpoly mesh but my intention is Unreal dynamics this is a diversion)
Your plugin is great
@Cinus, thanks again for making this and sharing. Awesome work!
It converts very fast and it's nice having some base settings to start from. And it's fast. I only tried it on two or three hair styles but it worked well on all of them so far. It's great having two ways to convert hair now. I plan on using both. Did I mention how fast the conversion was? Like greased lighting!
@Krampus, Glad to hear you like it and find it useful. The render looks great!
This plugin is amazing. If you're reading this thread and you haven't bothered to try it, DO IT! It takes almost no time to learn and almost no time to run. A couple critiques/suggestions:
But honestly, this this is basically perfect and I'd be hard pressed to complain if you never touched it again. If you put it on Gumroad, I'd gladly send a few $ your way.
I need to download the hair tool. The results people are getting look great.
Just as a sneak in, since I suppose Thomas will update the blog. The diffeo hair tool got insanely fast. Yes Thomas did a great job this time as always. You can download the latest release. Please also help to test and report bugs or suggestions.
https://bitbucket.org/Diffeomorphic/import_daz/issues/280/multiple-colors-and-speedup-for-particle
That is fantastic news. Can't wait to give it a run. Really appreciate all the effort you guys put into this.
We're also trying to make better hair materials. Any contribution is welcome, especially from @jcade @Krampus and @Cinus I'd like to get some advice.
https://bitbucket.org/Diffeomorphic/import_daz/issues/291/better-hair-materials
Actually been having better than expected results with this hair tool, wow. Thanks for creating this!