How do I turn the texture system of a strand based base made in Daz Studio into the "diffuse" system

 

 

Sorry for this silly question, but how do I turn  the texture system of a strand based base made in Daz Studio made by myself into the following system consisting of disfuse, bump. opacity, displacement etc. (btw what is the standard terminology for that kind of texture system)? 

I can see WP Guru did it here for example at 43:51

but I didn't notice how he achieved that. Undey my "strand-based hair" in the scene under "surfaces" tab, there is no "defualt"...

 (The texture system of a strand based base made in Daz Studio is a bit confusing to me...)

Post edited by tayloranderson2047 on

Comments

  • You would need to apply a preset (shader preset with hair and surfaces slected, materials preset made for the hair) that used the right shader - Diffuse is 3Delight rather than Iray terminology though.

  • lilweeplilweep Posts: 2,375
    edited January 2023

    In your screenshot, ignore the Surface titled 'Strand-Based Hair Material'.  That one is irrelevant and doesnt seem to do anything (?) and is probably a holdover from Garibaldi or something.  The other two hair surfaces relate to the surfaces upon which you spawned the hair (Face, Torso)

    Also, WP Guru isnt exactly an expert on strand based hair so i wouldnt trust all of his recommendations for shading SBH.  There are some good shader presets on the Daz store for shading SBH. The default Dual Lobe SBH shader is pretty good and fit for purpose, imo better than the one you want to apply.  https://www.daz3d.com/catalogsearch/result/?mature=true&q=strand+based+hair+shader

    This is the one ive been using: https://www.daz3d.com/real-hair-shaders-for-dforce-and-strand-based-hairs

    Note: SBH created in SBH Editor will default to Tesselation Sides = 2.  In parameters, change this setting to Tesselation Sides = 1 if you want faster rendering using new iray curves. Also see this thread for shader adjustments you need to make for the new iray curves: https://www.daz3d.com/forums/discussion/572941/daz-studio-beta-strand-based-hair-changes

    Edit: I just looked at your screenshot and noticed you have hair strips rather than strands, so yeah you might need to use a transmapped opacity hair shader.  With that said, Daz only just recently implemented option for UV mapping across the length of the strand and im not sure how to do that. By default it will be horizontal UV (i.e., individual hair strand will sample small area of the surface UV that the hairs are grown on,  rather than along the length of the strand).  

    Post edited by lilweep on
  • tayloranderson2047tayloranderson2047 Posts: 116
    edited January 2023

    lilweep said:

    In your screenshot, ignore the Surface titled 'Strand-Based Hair Material'.  That one is irrelevant and doesnt seem to do anything (?) and is probably a holdover from Garibaldi or something.  The other two hair surfaces relate to the surfaces upon which you spawned the hair (Face, Torso)

    Also, WP Guru isnt exactly an expert on strand based hair so i wouldnt trust all of his recommendations for shading SBH.  There are some good shader presets on the Daz store for shading SBH. The default Dual Lobe SBH shader is pretty good and fit for purpose, imo better than the one you want to apply.  https://www.daz3d.com/catalogsearch/result/?mature=true&q=strand+based+hair+shader

    This is the one ive been using: https://www.daz3d.com/real-hair-shaders-for-dforce-and-strand-based-hairs

    Note: SBH created in SBH Editor will default to Tesselation Sides = 2.  In parameters, change this setting to Tesselation Sides = 1 if you want faster rendering using new iray curves. Also see this thread for shader adjustments you need to make for the new iray curves: https://www.daz3d.com/forums/discussion/572941/daz-studio-beta-strand-based-hair-changes

    Edit: I just looked at your screenshot and noticed you have hair strips rather than strands, so yeah you might need to use a transmapped opacity hair shader.  With that said, Daz only just recently implemented option for UV mapping across the length of the strand and im not sure how to do that. By default it will be horizontal UV (i.e., individual hair strand will sample small area of the surface UV that the hairs are grown on,  rather than along the length of the strand).  

    Thank you for your help, concerning your last paragraph, unfortunately if I literally use strands (which I don't like very much since it burns more GPU), I got a weired result which I posted here Why does my strand-based hair look like this (very little hair on the back of head) - Daz 3D Forums, could you take a look to see what is going wrong there if you have time? Thank you so much!

     

    Post edited by tayloranderson2047 on
  • lilweep said:

    This is the one ive been using: https://www.daz3d.com/real-hair-shaders-for-dforce-and-strand-based-hairs

    By the way concerning this product, I found it hard to find any pure black options. I chose jet black but it gives me something like blue and black... very weird... do you know what the possible problem is?

     

  • lilweeplilweep Posts: 2,375
    edited January 2023

    tayloranderson2047 said:

    lilweep said:

    In your screenshot, ignore the Surface titled 'Strand-Based Hair Material'.  That one is irrelevant and doesnt seem to do anything (?) and is probably a holdover from Garibaldi or something.  The other two hair surfaces relate to the surfaces upon which you spawned the hair (Face, Torso)

    Also, WP Guru isnt exactly an expert on strand based hair so i wouldnt trust all of his recommendations for shading SBH.  There are some good shader presets on the Daz store for shading SBH. The default Dual Lobe SBH shader is pretty good and fit for purpose, imo better than the one you want to apply.  https://www.daz3d.com/catalogsearch/result/?mature=true&q=strand+based+hair+shader

    This is the one ive been using: https://www.daz3d.com/real-hair-shaders-for-dforce-and-strand-based-hairs

    Note: SBH created in SBH Editor will default to Tesselation Sides = 2.  In parameters, change this setting to Tesselation Sides = 1 if you want faster rendering using new iray curves. Also see this thread for shader adjustments you need to make for the new iray curves: https://www.daz3d.com/forums/discussion/572941/daz-studio-beta-strand-based-hair-changes

    Edit: I just looked at your screenshot and noticed you have hair strips rather than strands, so yeah you might need to use a transmapped opacity hair shader.  With that said, Daz only just recently implemented option for UV mapping across the length of the strand and im not sure how to do that. By default it will be horizontal UV (i.e., individual hair strand will sample small area of the surface UV that the hairs are grown on,  rather than along the length of the strand).  

    Thank you for your help, concerning your last paragraph, unfortunately if I literally use strands (which I don't like very much since it burns more GPU), I got a weired result which I posted here Why does my strand-based hair look like this (very little hair on the back of head) - Daz 3D Forums, could you take a look to see what is going wrong there if you have time? Thank you so much!

     

    My observation has been that an SBH strand that intersects with the surface at the root will be removed.  This means that you cannot comb the hair that close to the surface or the hair strands wont be visible. The style curves should be combed so that they hover above the surface slightly.  Best approach is to comb it down and then pull out slightly or use the Attract style option to pull it away from surface. 

    You mentioned that you are concerned about using GPU for SBH strands. Have you tried putting Tesselation Sides to 1?  This should render very fast compared to default because it is rendered as new iray curve rather than geometry.  Im not sure how much VRAM it takes but presumably it is also less VRAM than default (someone might need to confirm this).

    Post edited by lilweep on
  • lilweeplilweep Posts: 2,375

    tayloranderson2047 said:

    lilweep said:

    This is the one ive been using: https://www.daz3d.com/real-hair-shaders-for-dforce-and-strand-based-hairs

    By the way concerning this product, I found it hard to find any pure black options. I chose jet black but it gives me something like blue and black... very weird... do you know what the possible problem is?

     

    In surfaces tab, if you look at the image texture map used for the Root and Tip color slots, you will see the image map has color variations. 

    You can adjust the Root and Tip colors so that instead of White color they are more black. This will multiply the color selected by the image map color to get a more black color. Or you could just remove the image map and use a black color, but this will give you zero volor variation from strand to strand.

    If you are using Render Tesselation Sides = 1 in the parameter settings (which you should for faster rendering), it will change how strands are rendered, so you might need to adjust some other settings mentioned in that other thread i posted to get the color you want.

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