Creating Strand Based Hair (Daz Studio) by UncannyValet, journal
Creating Strand Based Hair (Daz Studio)
Last updated: May 22, 2023 Introduction Presented here are some study notes on creating Strand Based Hair (SBH) using the SBH Editor in Daz Studio. Some of this information was gleaned empirically, some of it was pilfered directly from various threads on the Daz forums. Let me know if I have left anything out, made something unclear, or if you have any questions. These notes apply (as of April 2023) only to the SBH Editor that all Daz users have access to, and I do not take into consideration any additional tools that Daz PA's may be privy to. Brief History The SBH Editor was adapted from the old Garibaldi plugin and since 2019 has been included with all installations of Daz Studio by default. Several updates since 2019 have made the SBH Editor more stable, and it has been complemented by features such as the blended dual lobe shader and NVIDIA iray curves. With that said, given the old architecture and slow rate of improvements, SBH cannot achieve the quality you can get from
Daz Tutorial new Volumetric Feature in DS4.20 by DireWorks, journal
Daz Tutorial new Volumetric Feature in DS4.20
Downloaded the new version just an hour ago. Anyway, it looks there is no explanations on the use of this new stuff here on the the daz site, so thats what i have done to do this thing work. What do you need? the 4.20 version and the Default Contents if you download the exe file manually you will find it at the bottom a vdb file, which is a volumetric file created by some particle effect softwares im not able to use...but yeah, im just pointing a finger n the direction You can find anyway free vdb files all over the net. The Fantozzi's Cloud (la nuvola di fantozzi) try to google it, its an 80' movie ;) Back to serious mode In short: 1.load a sphere primitive 2.apply the volume shader to this primitive 3.Open the surface tab, select the the sphere and load a vdb file in the right Volume FIle parameter (it says load vdb file) 4.render or activate iray in the viewport here my setting for this image. Parameters Clip to geometry: As mentioned in the forum, to make clip geometry
This is DAZ Studio nerdery and you shouldn't bother with it unless that interests you.
I wrote this for my own sanity because the DAZ Studio documentation on surface settings ranges from cryptic to incorrect to nonexistent. Even when a setting is described, it is usually described in language like "this makes the particles in the framistan loop the hoopty at an eclectic refractory angle," and, y'know, I write software for a living but that doesn't mean I have patience for this. I want to know "what practical effect does the setting have? what does it do?"
These notes try to fill in some of those blanks. There are a couple of settings in her
[Tutorial] How to use dForce with the Timeline by Kervala, literature
Literature
[Tutorial] How to use dForce with the Timeline
This is a very simple and easy tutorial for DAZ Studio that explains how to fix or improve dForce clothings or hair with Timeline. We'll be able to fix collisions between hair and character, clothing and character as well as items and clothing, and also simulate a walk movement physics on hair and clothing. I made full screen screenshots so you can click on them to see them better. I disable textures in viewport because it uses VRAM. 1 - Be sure all your items are loaded (character, hair, clothing, etc...). 2 - Display Timeline using Window -> Panes (tabs) -> Timeline 3 - To simulate walk movement, we need to stop the simulation at the final position. If we decide to use 10 frames, the real position must be set at frame 10 and we must apply an offset at frame 0. An offset of 20 cm (DAZ units are cm) is enough to simulate walking (for running, I use a 100 cm offset). It'll be easier to move the character along an axis, in my case Z one so I put -20 to Z position at frame 0 and 0