A note to Daz hair developers...

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Comments

  • chevybabe25 said:

    Huh.. last I checked..I was responding to a question "For those folks who have success with this, what computer specs work best for these hairs?".  Not," Can you render the universe and cook popcorn with your old computer?"  Not trying to be snarky...

    If you are using strand hair for portraits then I'm sure it works fine ( computer specs allowing ). I would ask the Vendors making hair if they think their target customers like to concentrate on portraits, or if they prefer a wider range of usability. If they believe it's the former then fine, continue with the strand hair.  

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,202

    nothing wrong with wanting card and strand versions of the same hair style

    if there was Epic Games wouldn't be doing it with the Metahumans in Unreal Engine

  • chevybabe25chevybabe25 Posts: 1,256

    No there is nothing wrong with wanting that...Its a rather cool idea.  We all have different needs, uses, and likes for rendering.   

     

  • Really simple scene, but two strand-absed hairs on two Genesis 9 wearing dForce items. Simulation took five minutes, which was a simple from memorised so a longer playrange simualtion might have taken a fair while, render took almost exactly a minute - this was using a 2080Ti, so good but not matching the mid-range 3060/4060 16GB cards on speed (and short on memory) from what has beens aif by others.

    Lighting https://www.daz3d.com/orestes-iray-hdri-skydomes--sunrise
    Set https://www.daz3d.com/fn-birmingham-street
    Clothing
    https://www.daz3d.com/dforce-lovely-boho-for-genesis-9
    https://www.daz3d.com/dforce-everly-outfit-for-genesis-9
    Hair
    https://www.daz3d.com/dforce-strand-based-flirty-casual-ponytail-hair-for-genesis-9
    https://www.daz3d.com/dforce-nordic-knots-hair-for-genesis-9
    Characterrs
    https://www.daz3d.com/ly-thandi-hd-for-genesis-9-feminine
    https://www.daz3d.com/fn-annie-hd-for-genesis-9

    dForce test.jpg
    1000 x 1000 - 634K
  • UncannyValetUncannyValet Posts: 200
    edited September 10

    background said:

    chevybabe25 said:

    Huh.. last I checked..I was responding to a question "For those folks who have success with this, what computer specs work best for these hairs?".  Not," Can you render the universe and cook popcorn with your old computer?"  Not trying to be snarky...

    If you are using strand hair for portraits then I'm sure it works fine ( computer specs allowing ). I would ask the Vendors making hair if they think their target customers like to concentrate on portraits, or if they prefer a wider range of usability. If they believe it's the former then fine, continue with the strand hair.  

    If users lack the VRAM to render everything at once, users can usually stitch together partial renders in post.

    I personally render a big scene by hiding hair and eyes (since they do not influence reflections and shadows of the scene significantly when shown anyway so can be hidden and still maintain the overall shadows and lighting of a scene). Then I would render the facial region with hair and eyes unhidden for each character separately using the render region option, compositing them together in a photoeditor as a final step.  Hair and eyes (even some good mesh hair) take quite a while to converge, but will converge more quickly when rendered as separate region.  This workflow may not suit everyone i suppose and also becomes more complicated for those who are rendering out .EXR files via canvases.

    I would prefer to render high quality SBH by whatever means necessary rather than compromising by using a less resource intensive hair of a lower quality.

     

    Post edited by UncannyValet on
  • GordigGordig Posts: 10,049
    edited September 10

    background said:

    Could you try rendering a scene with five characters, each with clothes and strand hair,and an environment .Maybe then come back and report on how the computer melted?

    How about nine?

    9dfh Comp.png
    2400 x 1600 - 6M
    Post edited by Gordig on
  • jd641jd641 Posts: 458
    edited September 11

    I'm loving the recent SHB that use the omni shader, but I'm also very picky as to which vendor I buy from. The two I trust most are Chevy and OOT.

    Chevy just can't go wrong, even if the style is something I wouldn't use the hair always looks amazing. OOT's first few sbh's were a little rough but each new hair they release, it seems like an improvement over the last.

    There's two things I do wish that many of the new sbh's had, the first is the many pre-draping/simulation helping morphs like Linday does for their hairs, it makes it sooooooooooo much easier to work with when the hair is way above the arms/shoulders, then settled down nicely after a simulation. The second is options to easily adjust the stiffness of the hair parts, I know I can adjust it in the settings but having global settings (sort of like stiff/loose/wild) makes it much less time consuming to work with when hairs are divided into many sections.

    Post edited by jd641 on
  • chevybabe25chevybabe25 Posts: 1,256

    that is excellent feedback jd :)  I will see what I can do!

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