Strand based hair questions
Choppski
Posts: 500
1. If you use a strand based hair product and edit it, how can you save it to use again?
2. Similarly, if you edit it, and get the settings the way you like, is there a way to save those settings to apply to future hair?
Comments
Are you talking about editing the material settings, or the hair itself? If the former, you can save a shader preset, which should also save any simulation settings.
Users have no way to edit a SBH product ( made by Daz PA with dedicated toolset ) itself but only the settings in Surface pane. Then you may save a material preset for the current hair only or a shader preset for other SBH.
1. If you are referring to one of my products, which you may be, then you can save out the updated hairs as a Wearable Preset by clicking the figure it is fitted to and saving out the entire hair Group containing the SBH + haircap.
2. Unfortunately, there is no way for Daz users to save out hair setting presets. For dforce SBH which have been made by Daz PAs, the hair settings like density etc are exposed in the Surfaces tab, but cannot be saved into Material, H.Material, or Shader presets by users. For hair made by non Daz vendors, the only hair settings exposed on the Surfaces tab are the hidden parameters (1) root width, (2) tip width, and (3) UV line width. I believe those 3 settings can be saved into presets, but you may need to test that.
Daz users certainly can save material preset, and Dual Lobe shader preset of one SBH and applied to other SBH, otherwise how could we play with them...
If I was unclear, I was referring to the SBH hair settings, such as density, random root angle, etc which are exposed on the Surfaces tab for dforce SBH. Presets to change those settings cannot be saved by daz users.
I don't understand... I've been experimenting on SBH appr. starting from Chimpanzee's fur and haven't met a case I could not save as shader presets. No matter how the curve/strand is generated, as long as the those properties on Surfaces belong to Blended Dual Lobe shader, they could be save as presets with no problem. The presets come algong with the products made by PAs could be opened, checked and have the same coding structure as what we saved. Is there any difference? Or is there any example that we're not able to save as a shader preset?
Okay, my mistake, I should test things out again before giving advice. What we cannot do is save out presets for user-made SBH presets which include the equivalent of PS and PR settings, as these are not exposed on the Surfaces tab for user-made SBH. Nor can we apply saved presets that control the hair settings such as density and segment length from a daz-made SBH to a user-made SBH.
The PS and PR settings that appear on the Surfaces tab are not actually part of dual lobe shader itself, by the way. Daz just references the dials for dforce and SBH settings on the Surfaces tab below the shader settings.
It is one of your sets. I may just message you, but I took a chest hair and added some abdomen hair in the editor. I got it the way I liked it. But I don't know how to save it. I tried saving it as a wearable, but it wouldn't show the hair as an option. I saved it as a scene subset and I saved the scene, but in both cases, when I reopened it, it had not saved any of the editing I had done. To save it as a wearable, do I have to parent it? I thought we shouldn't parent the sbh.
I would like to know also how, if I create my own hair--how do I save it? As a wearable?
Also, I do not mean shader settings. I know how to save shader settings. I want to know if it is possible to save settings in the sbh editor so I can apply them to a future hair without recreating everything all over again.
Actually, my apologies. It is not one your products--It was a product for body hair, but I bought your head hair at the same time.
NP ~ That's right. SBH dedicated simulation channels (incl. PS/PR generation) are not included in the user-oriented Dual Lobe shader (lite ver.), nor in the SBH Shader products. Only PAs can add full Dual Lobe Shader on their SBH products....
OK, I spoke with the vendor. If you save the created hair as a figure/prop asset, you can reopen it. I wish there was a way to save editor settings. Also, the real issue is that if you edit the hair and save the seen, the editing will not show up when you reopen the scene, unless you save it as a figure/prop asset, then load that new, edited prop.
If you have made SBH directly onto a figure, you can still save as a wearable preset but it's kind of a hack:
Generally, you should be able to save as Scene or Scene Subset and have the SBH save in its current state with edits applied. Perhaps double check and test to see if you are able to reproduce the issue. If so, perhaps it is something to do with how the original SBH was created.
Right ~ because that vendor ever saved the SBH as a figure asset, the geometry data was saved in dsf file in data folder. Even if you modify the hair with SBH editor and saved the scene file, when you open it next time, it will still read the dsf file from data folder, thus you have to save a figure asset.
There's no option to save a separate settings of SBH Editor, each time you open it while selecting a SBH, it shows you latest setup of currently-selected hair.
That's unfortunate about not being able to save settings in the editor.
However, I tried it with several scenes where I saved the item with slight editing, and the editing was gone when I reopened. If I parent the hair and save as wearable it works, but saving as figure assets is fine. I can get it where I like, save it as a figure asset. delete it. add the asset and then save as scene.
Thanks for all your help everyone!