Beautiful render! Would you mind telling me what those lovely jewels / crown are?
The crown and earrings are : GCD Fedora for Genesis 8 and 8.1 - G9 Female's at Renderosity and the necklace is: GCD Jewelry - Anastasia Collection for V4, also at Rendo. I traded out the gem and metal shaders for some of my own ;)
Beautiful render! Would you mind telling me what those lovely jewels / crown are?
The crown and earrings are : GCD Fedora for Genesis 8 and 8.1 - G9 Female's at Renderosity and the necklace is: GCD Jewelry - Anastasia Collection for V4, also at Rendo. I traded out the gem and metal shaders for some of my own ;)
That is weird! maybe try clearing the simulation if there is one? Sometimes those weird shoot offs can happen during a simulation. If thats what caused it, maybe try a slower simulation ( pose transition time of 2, or add more frames to your timeline?)
That is weird! maybe try clearing the simulation if there is one? Sometimes those weird shoot offs can happen during a simulation. If thats what caused it, maybe try a slower simulation ( pose transition time of 2, or add more frames to your timeline?)
chevy, strange thing is I just tried it out with "Simulate from memorized pose" off and I didn't get the spikes but enabling it again produced the spikes. I didn't try it with any other settings, but if I run into the issue again I'll see if making the transition time longer will also fix it.
BTW is there a way to have the hair volume be less or have the main hair end up closer to the scalp after simulation to emulate a tighter hair style?
You did such an amazing job with this hair, I've got a bunch of stuff I need to work on but this is all I've been rendering since I saw it in the store. hahah
Under the parameters tab of the hair( it's parented to the scalp, so you will have to expand it in the scene), there should be a morph for "hair neaten" i believe. Dialing that in, should really reduce the fluffiness. There is also a "sides depoof" morph too i believe.
"Let's keep the momentum going! What's next chevybabe? I need more great dforce G9 hair! LOL"
The hair Im currently working on is a messy-ish sexy bob, that at the moment is really giving me a hard time. I have to like it as a static object, but I also have to like how it simulates. Simulation always proves to be the most difficult. It's getting there though.
OOO very nice Barbult!!!
"Blonde with a few hair morphs dialed in. There is a "rogue" morph called Left Ear CleanA in a Morphs path. Does that belong there?"
Well thats an interesting surprise. Is the Left Ear Clean also under the Shaping tab?
"Let's keep the momentum going! What's next chevybabe? I need more great dforce G9 hair! LOL"
The hair Im currently working on is a messy-ish sexy bob, that at the moment is really giving me a hard time. I have to like it as a static object, but I also have to like how it simulates. Simulation always proves to be the most difficult. It's getting there though.
OOO very nice Barbult!!!
"Blonde with a few hair morphs dialed in. There is a "rogue" morph called Left Ear CleanA in a Morphs path. Does that belong there?"
Well thats an interesting surprise. Is the Left Ear Clean also under the Shaping tab?
Yes, but there is no corresponding Right Ear Clean.
"Yes, but there is no corresponding Right Ear Clean."
Left Ear Clean *should have been set to 100 and hidden. Sigh.
"Just a test of dForce simulation on the hair in non regular pose (from the recent Aeon Soul set).
Without the tips from @Gordig, it does not simulate well. By default hair stiffnes is too big."
Because of this very structured style, simulation settings are real touchy. Honestly I didn't expect to have anyone try this hair upside down either LOL.
Normally, I would recommend playing with the Shape Constraint Stiffness Settings. But not this time. The stiff setting keeps this hair all together.
By default the tips of the hair are super stiff for obvious reasons. Lowering this a small amount, (all surfaces except for the bun) will loosen up the style while still keeping it together and resembling an updo. So I would change the Local Shape Constraint Tip Stiffness from .99 to .85
The noise layer is problematic and will more than likely create simulation problems with something like this. I'd shut it right off by changing the line width to 0.
The PS Points are also set really low. Less points = Less Movement. So increasing these are also a good place to start. (all surfaces except for the bun and bangs) I would increase them from 15 to 23. Too high, the hair will melt. You may need to do experiments with this.
The bangs should have the most movement, and don't pose any threat to the simulation, so I would change the bangs surface to :
Local Shape Constraint Stiffness to .2 ( good and loose)
Local Shape Constraint Bias to .65 (further down the hair shaft)
Local Shape Constraint Gain .5 (middle of the road blend)
Local Shape Constraint Tip Stiffness .5 (middle of the road blend)
PS Points 60
I would also play with the loosen morphs on the hair, the bun and the bangs. I added these before running the simulation.
I ran a simple "Start from memorized pose off"
Some of the knowledge of settings are just from me playing/experimenting with the hair for a few minutes, some of it is because I know how I made it, and some of it is because I simulate a lot of hair. Attached is a quick screen shot that shows my outcome.
Comments
(I hope it's not too big) - great hair - easy and light to use.
"Oh wow, just bought it, can't believe how small the hair file is - zip's not even 100 MB! Much appreciated !"
You are very welcome :)
(I hope it's not too big) - great hair - easy and light to use. "
That looks beautiful!
Lovely hair :)
Pushed it in unconventional ways...
Beautiful render! Would you mind telling me what those lovely jewels / crown are?
Gorgeous Laurie!!
That feisty fox is pretty adorable too ;)
The crown and earrings are : GCD Fedora for Genesis 8 and 8.1 - G9 Female's at Renderosity and the necklace is: GCD Jewelry - Anastasia Collection for V4, also at Rendo. I traded out the gem and metal shaders for some of my own ;)
The rings are from Black Forge: Accessories for Genesis 9 by our very own chevybabe25 ;)
Thanks She's a mixture of a bunch of G9 females with Freja's skin ;).
Thank you!
Another trial...
Very nice Artini!!!!
I can see myself using this hair a lot. Thanks!
Very nice!
Thank you very much.
You are very welcome :) Thank you for sharing all your pretty art Artini!
Tried the hair again with Prudence the Younger and some other things I had.
Mary
Just another one...
OOO very nice everyone!!! Im enjoying all these!
lol, I think I somehow broke the hair. I dunno what's causing the hooks, I don't have any morphs active. hahah
That is weird! maybe try clearing the simulation if there is one? Sometimes those weird shoot offs can happen during a simulation. If thats what caused it, maybe try a slower simulation ( pose transition time of 2, or add more frames to your timeline?)
chevy, strange thing is I just tried it out with "Simulate from memorized pose" off and I didn't get the spikes but enabling it again produced the spikes. I didn't try it with any other settings, but if I run into the issue again I'll see if making the transition time longer will also fix it.
BTW is there a way to have the hair volume be less or have the main hair end up closer to the scalp after simulation to emulate a tighter hair style?
You did such an amazing job with this hair, I've got a bunch of stuff I need to work on but this is all I've been rendering since I saw it in the store. hahah
LOL Im glad you are enjoying the hair :)
Under the parameters tab of the hair( it's parented to the scalp, so you will have to expand it in the scene), there should be a morph for "hair neaten" i believe. Dialing that in, should really reduce the fluffiness. There is also a "sides depoof" morph too i believe.
Let's keep the momentum going! What's next chevybabe? I need more great dforce G9 hair! LOL
Also looking forward to the next one. This is the Feisty Bun on a morphed G9.
Blonde with a few hair morphs dialed in. There is a "rogue" morph called Left Ear CleanA in a Morphs path. Does that belong there?
"Let's keep the momentum going! What's next chevybabe? I need more great dforce G9 hair! LOL"
The hair Im currently working on is a messy-ish sexy bob, that at the moment is really giving me a hard time. I have to like it as a static object, but I also have to like how it simulates. Simulation always proves to be the most difficult. It's getting there though.
OOO very nice Barbult!!!
"Blonde with a few hair morphs dialed in. There is a "rogue" morph called Left Ear CleanA in a Morphs path. Does that belong there?"
Well thats an interesting surprise. Is the Left Ear Clean also under the Shaping tab?
Yes, but there is no corresponding Right Ear Clean.
Just a test of dForce simulation on the hair in non regular pose (from the recent Aeon Soul set).
Without the tips from @Gordig, it does not simulate well. By default hair stiffnes is too big.
Would be interesting to know, how the real hair acts in such poses (upside down).
Anybody from the ladies with such hair please comment. Thanks.
"Yes, but there is no corresponding Right Ear Clean."
Left Ear Clean *should have been set to 100 and hidden. Sigh.
"Just a test of dForce simulation on the hair in non regular pose (from the recent Aeon Soul set).
Without the tips from @Gordig, it does not simulate well. By default hair stiffnes is too big."
Because of this very structured style, simulation settings are real touchy. Honestly I didn't expect to have anyone try this hair upside down either LOL.
Normally, I would recommend playing with the Shape Constraint Stiffness Settings. But not this time. The stiff setting keeps this hair all together.
By default the tips of the hair are super stiff for obvious reasons. Lowering this a small amount, (all surfaces except for the bun) will loosen up the style while still keeping it together and resembling an updo. So I would change the Local Shape Constraint Tip Stiffness from .99 to .85
The noise layer is problematic and will more than likely create simulation problems with something like this. I'd shut it right off by changing the line width to 0.
The PS Points are also set really low. Less points = Less Movement. So increasing these are also a good place to start. (all surfaces except for the bun and bangs) I would increase them from 15 to 23. Too high, the hair will melt. You may need to do experiments with this.
The bangs should have the most movement, and don't pose any threat to the simulation, so I would change the bangs surface to :
Local Shape Constraint Stiffness to .2 ( good and loose)
Local Shape Constraint Bias to .65 (further down the hair shaft)
Local Shape Constraint Gain .5 (middle of the road blend)
Local Shape Constraint Tip Stiffness .5 (middle of the road blend)
PS Points 60
I would also play with the loosen morphs on the hair, the bun and the bangs. I added these before running the simulation.
I ran a simple "Start from memorized pose off"
Some of the knowledge of settings are just from me playing/experimenting with the hair for a few minutes, some of it is because I know how I made it, and some of it is because I simulate a lot of hair. Attached is a quick screen shot that shows my outcome.