- Aug 6, 2019
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Choosing only hair that also has a wet version would be too limiting. I'm looking for some solution that works for all hair, although the result may not be ultrarealistic.Some hairs have a morph for volume, they are good for that kind of effect if you use a fitting shader, it's not perfect though. The best way is like Rich mentioned to use hair that was specifically designed that way, which is sadly quite rare
The mesh grabber might be a help. It can help solve a lot of problems - was a great addition to the DS toolkit.Maybe I'll try some playing with hair morphs for volume, mesh grabber and shaders.
That's a nice piece of work. I think the darker one looks better. The other thing you'd want to do is to increase the glossiness of the darkened hair, since wet hair is typically shinier than dry hair.Do you feel that the hair in the second picture can play a role as a wet variant for the hair in the first picture?
It's the result of a bit of playing with shaders and mesh grabber.
I'm not trying to make that hair look 100% realistic.
Unfortunately, those modified hairs cause problems and "black renders" quite often. Probably if I make too many modifications using a mesh grabber, it can cause problems.That's a nice piece of work. I think the darker one looks better. The other thing you'd want to do is to increase the glossiness of the darkened hair, since wet hair is typically shinier than dry hair.
That's not what I meant. Rendering crashes and the result is a render that is completely black. Nothing is rendered. It doesn't happen every time, but it happens often when the hair is in the scene.
I see, maybe try this:Rendering crashes and the result is a render that is completely black.
Thanks, I saw these products. But I don't think any of it looks like a wet version for the hair I use. I'll probably try more experiments with the Geometry Editor, Mesh Grabber, Shaders and Opacity map of the hairstyle I'm using.I see, maybe try this:
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Thanks. The hair you suggest could work. The pigtails look quite different and are placed differently, but I'll try what to do with it. So far, it looks like it's closer to that hair than the other products I've considered.just a real quick one, didn't even take a minute and I only changed dual lobe specular weight to 1 and ran a dforce simulation.
View attachment 946074
My first-order sense is that you can probably get away with just Mesh Grabber, as opposed to Geometry Editor, at least a lot of the time. Given that a lot of hair is done by having "sheets" that then have transparency and color on them, if you kind of "flattened the sheets against the head", you'd achieve the "it gets matted down" effect. Of course, doing "it gets mussed up" is a somewhat different effect, but might or might not be necessary, depending on what you're trying to achieve. "Just came up out of the water" is different than "my hair is still wet out of the shower but I've been toweling it some."Thanks, I saw these products. But I don't think any of it looks like a wet version for the hair I use. I'll probably try more experiments with the Geometry Editor, Mesh Grabber, Shaders and Opacity map of the hairstyle I'm using.
I'll try to play around a bit with the hair that recreation suggests, and maybe with a few other products. I'll also try the hair I use and play a little more with mesh grabber and opacity maps and see what I like.My first-order sense is that you can probably get away with just Mesh Grabber, as opposed to Geometry Editor, at least a lot of the time. Given that a lot of hair is done by having "sheets" that then have transparency and color on them, if you kind of "flattened the sheets against the head", you'd achieve the "it gets matted down" effect. Of course, doing "it gets mussed up" is a somewhat different effect, but might or might not be necessary, depending on what you're trying to achieve. "Just came up out of the water" is different than "my hair is still wet out of the shower but I've been toweling it some."
The "trick" is that if you just move the vertices around, then the original shaders and textures (possibly darkened) should still work.