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This is particle based hair, does particle hair have faces too?
Ah. That might be the problem. I have no experience with Blender's particle hair, but I don't know that it can export to obj.
Well it did export into obj after I turned it into a mesh but when I loaded it into daz Studio it wasnt even there as if it was invisible, I bet there is a trick to making particle hair work, just need to find it : D : )
Can you select it with the Surface Selection tool in DS? If you can, check its opacity isn't zero in the Surfaces pane.
It seems like I can select it but the Surfaces editor doesnt show anything.
Here´s an update how I progressed with the hair. Almost giving up though, it´s not looking how I want and as of right now, it can´t be opened in Daz Studio so the only chance for some good looking renders with this hair is to export fully posed and dressed genesis into Blender and render it there.
Still a good exercise for creating particle hair and how painful it is : D For a perfections like me, I need to individually place and curl every lock there is : D
I am also trying out interiors and after that I plan to go back to clothes, I really wanna learn how to make clothing for genesis.
If you're into placing and curling locks etc. you might try Look At My Hair for DS. I've never had the patience for it but you might get awesome results.
Is My Hair for DS a plugin/program? I am into anything atm really : D , I was looking up methods how to make hair in Blender and there is so many and I am still stuck on the first one, particle hair. I have yet to learn polygon hair and so on. Anyways, particle hair is not very popular is it? I don´t see much of it in the Store.
Yes, LAMH is a plugin.
Particle is a method of generating hair in Blender specifically (I'm not sure other big 3d suites even call it that).
The types you find here are more often called transmapped (which is made from polygons and uses a transmap to achieve the look of transparency), mesh (which uses polygons also but no transmap, just a lot of very thin strands of mesh), and strand (Look At My Hair, Garibaldi, and in Poser, Poser's Hair Room hairs; these are the closest to generated particles). These aren't technical terms per se, but they're what people use most to talk about the different types.
Strand hair is harder to create and use than the other two (by and large; no hair is "easy" to create) so it tends not to appear as often. Right now there are no separate hairs for sale that are made in LAMH, just creature furs. You can find some free ones on the makers' site if you have the plugin or the free player (and yes, it is a plugin for DS, which you can buy in the store; so is Garibaldi, but LAMH's free player has caused it to pull ahead in the market).
Pure mesh hair is harder on system requirements in scene preview but renders faster than transmapped hair on most systems (because transmaps slow down 3Delight but lots of geometry usually doesn't). Neftis has some good mesh hairs.
Transmapped hair is the type that's been around the longest, and it's easy to use, so it tends to be popular even though it does bog down render in 3Delight more than the other two.
So, the look at my hair plugin is allowing users to make hair in Daz Studio in similar way like particle hair in Blender? I really wonder why Daz Studio won´t run the mesh I created from the particle hair. It has around 90+mb so the hair must be there but for some reason, it isn´t.
Send me the .blend file and I'll look at it for export if you like. Do you use DropBox or an analogous file locker?
I uploaded a sample of the hair earlier here because somebody was helping me to solve render problems with the hair inside Blender. it´s a scalp with a lock of the hair, if you can make the scalp and lock appear in Daz Studio, you solved the mystery! : )
Link - http://www.pasteall.org/blend/29754
It's not exporting the particles, just the emitter. Looks like that's all it does.
http://www.elysiun.com/forum/showthread.php?315318-How-can-I-export-OBJ-of-Object-Particles
Thanks for looking into this, I read the comments in the link you gave me and I don´t get it anyways : D Well, nevermind, maybe one day they will make it possible.
I am trying to create polygon based hair atm but I am constantly running into some annoying problems, this time I created a simple strand made of planes, then duplicated it, put the new strand into edit mode and pressed O to enable proportional editing. Well, the circle for proportional editing did not appear and when I only have one vertex point selected and wanna move it up/down to adjust the shape, it moves the entire object. Any idea why?
Your proportional edit circle is too big to show on the screen. Roll the mouse wheel forward until it shrinks into view.
I don´t think its there after I rolled the mouse forward and the vertices are still moving the entire object instead of just one vertex point : (
Be sure to select a vertex before you roll the wheel forward. This is what scales the circle (rolling the wheel toward you makes it bigger).
I remember looking into this when I first started trying to figure out Blender........you have to add some thickness to the particle strands when you convert them to mesh. Too long ago now for me to remember the steps but might get you on the right track!
Hmm I see, but once you convert the particles to mesh, there should be no way to add thickness via particle system anymore, or is there?
Not via the particle system IIRC.......I gave up trying to learn Blender so I'm not able to expand on the info sorry :P
You'd have to add thickness in the mesh itself by using solidify or individually extruding the strands.
Its okay, I know the feeling. I have so many unfinished projects via which I am trying to learn Blender but just when I think I see the light at the end of the tunnel, a major avalanche blocks the way : D So I constantly have to ask for help at blender forums.
Thanks Sickle I will definitely try this, I bet however that Blender will throw a monster at me instead of my wavy hair as it always does : D
You'd have to add thickness in the mesh itself by using solidify or individually extruding the strands.
Oh yeah.......that was it..........solidify!
Cool thread. I hope you get some good clothes out of this! (I just started relearning blender today. It's waaay easier now after a couple years!) :P
Anyways, solidifying the hair isn´t working, still not appearing in Daz Studio, I guess polygon hair is the way to go then.
So I came back to the clothing modeling and I am now at the part where I am supposed to bake the item but when I click on bake, it says "No objects or images found to bake to" I have the render button active in Outliner window and I have the item selected in object mode, what am I doing wrong?
Did you create a new image in edit mode in the UV/Image Editor first?
If you did, and still got the error, make sure there are single-user copies of that new texture in UV/Image and also in the Materials dialogue. If anything has 2 next to its name, click on the 2. This is one of Blender's "special" little idiosyncrasies. Doing this can mess up material names, but you should be baking on a duplicate of the mesh anyway because you may need to take it apart in order to ensure no weird black spots where mesh bits overlap.
Okay here is the documented attempt to bake the clothes.
Picture 1 - Here I am in Edit mode with my clothing selected and the UV window on the right, about to create the new material.
Picture 2 - Creating new material in the UV window with these settings.
Picture 3 - Here´s the new black material in the UV window called Untitled 003, in the material window however, there is only Material 001.
Picture 4 - Here under render I just clicked on bake with these settings, the "error" message did not appear this time but nothing changed in the UV window, it´s still black, was that supposed to happen?