Others Daz Daz3D Hair - Exporting : Selections/Layers Laziness?.

n00bi

Member
Nov 24, 2022
451
543
Howdy.
I really like many of the hair styles you find for Daz3D characters.
But i think how hair is done in Daz3D has issues. it might be an artist issue, idk. "to many strips? many + alpha + light + shadow = slow render"

So.. in C4d i didn't bother to think about this at first, as the hair i was messing with was not that slow to render.
My 1st goal was to simulate hair movement/dynamics.
So i started cooking together something using the cloth system as i think that is the closest things to the hair simulation.
I Added a vertex map to control the bendyness and tweaked different settings like stiffness etc.
But it wasn't good, "me no happy".
So back to the drawing board. I was thinking, what if i can separate out the layers in the hair and add a cloth simulation to each layer.
Maybe in fact i can get each hair strand.. and so clickity clack for many hours on the k-board and i had a working script.
Now i was happy.. Each hair strand/segment had its own cloth simulation.
Time to test it and so i did.. I press play on simulation and "... A Billion years later..."

Frame 1.

Gosh. ofc.. What should have i expected.. nearly 100 cloth simulation doing dynamics just on the hair + Same "slow" hair rendering method, lol..
So at this time i did load up some other hairs to just try and decompose them into sub object, but not run the simulation :D
It was then i saw the selections added to them is just a Cluster-fuck.
Cant run the script on them, it just gets confused and takes a dump.

Why would you not name the selections/layers and do them properly?
Is this just laziness or a because of other things,?
I don't know what tools are used to create hair in general but it looks like this is just good old laziness not naming the selections/layers.

Lauren is an example of a rats-nest of mesh strips, almost everything, scalp etc is in one selection..
Example1.png

Some Hairs are done properly where you have selection like scalp, etc and not a big mess.
Example2.png

So if this is just laziness of the artist not naming the selections/layers.. Do better, must better.

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Anyway So my lesson learned here is that i will be switching to the native hair system in c4d for faster hair rendering..
My New idea is to use Daz3D Hair as a reference, and i can already use most of the script i wrote, hopefully.
On the Daz3D Hairs that do have proper selections/layers i will create splines from each mesh strips my script creates. once i have these splines i can use them as hair guides.
Guess its clickity clack for many more hours on the k-board.

But hey, while my initial idea to sim hair was with cloth was stupid,, no reason to be lazy.
Or correct me if i am wrong and it's the Daz3D exporter, c4d importer or because of Gx model things or old models.