Transform a non Dforce object to a Dforce object possible or not ?
mike_disc
Posts: 64
Hi all,,
Question is in title : is possible to Transform a non Dforce object to a Dforce object ?
I'm using the following object => https://www.daz3d.com/bs-short-hair-for-genesis-9-81-and-8-female
and would like to know if it was possible and how ?
Thanks
Comments
General: Yes, you can use : Edit > Object > Geometry > Add dForce Modifier: Dynamic Surface
Sometimes it works great, but with complicated objects which are composed of several meshes (and your hair looks like that could be the case) you get an explosion.
I myself prefer in those cases : Send Object to Hexangon, tweak it in the desired way (caution: do not change the node count of the mesh, don't cut etc. only deform) and send it back to DS where you can create a morph
Ok but when you said "Send Object to Hexagon, tweak it in the desired way" what did you mean with the desired way ?
Certainement, mais ce ne sera pas facile avec les cheveux. Vous pouvez d'abord apprendre comment ajouter dForce à une chevelure, ici -: https://youtu.be/NxS3WvCo100?si=QuEMJ8qJaesvafe8 ou https://youtu.be/MhPLxLoG4SI?si=LNRyBUwilDb-vgcM
Vous devez utiliser dForce Modifier Weight Node sur les cheveux et peindre soigneusement 'weight' dessus, sinon les cheveux tomberont... Ensuite, il faut définir les valeurs appropriées sur les Dynamic Surfaces des cheveux...
dForce Master - Hair Simulation Presets for dForce Cloth Engine not only has some presets to use, but it also comes with some useful tips.
I haven't used it yet though because I am almost done collecting all of Linday's dForce hair, which works really freaking well.
For that hair, the first thing I would do (after giving it dForce dynamics) is to open the Geometry Editior, right-click in the viewport > Geometry Selection > Select by Surface > Scalp (or base or whatever the haircap portion might be called) and then hold Ctrl (cmd) and press the + key to see if the selection expands from doing so.
If it does expand, you know the hair is attached to the scalp. If this is the case, I'd expand the selection just a bit beyond the scalp - depending on how stiff I want the roots to be, and then
Create > dForce Weight Node Modifier
Select the Weight Map tool and go to Tool Settings and click on Add Map (right side mid window of tool settings)
The hair will turn red and you'll see the yellow polygons from the selection
Right-click the viewport > Weight Edit (lower portion of the popup) > Fill Selected > 0.00
This will glue the scalp to the head.
I believe from context "The way you want the hair to look"
...and I think the author meant:
"If the hair explodes in dForce - forget dForce and make shaping morphs using Hexagon"
Note that we can create dForce cloth but not dForce hair, so you will be working on the full polygon count of the hair - much more demanding for simulation than dForce hair, which needs to simulate only the guide hairs. You would probably want to bake the result to a morph, especially if using a Play range simulation (which saves the location of each vertex at each frame - the file would be huge as a result, though the render engine receives only the final shape so it wouldn't hurt GPU use in Iray)
All of Linday's dForce hair products are cloth-type and they work Marvelously! They do take time to simulate, but I LOVE the results!