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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.
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
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
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.
How about nine?
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.
that is excellent feedback jd :) I will see what I can do!