Adding dForce to Static Hair (yet another method)

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right today i'm going to try and um convert some um non-deforest hair into d force i know there's a lot of videos on how to do this but i'm trying to come up with a faster way of doing it that's more reliable i've loaded this um genesis 8.1 character with this textured bob hair it's available on the um does market place i believe um so it's currently loaded up onto the character as you can see it's quite a detailed hair but it's um based on strips you can see this the strips there in a smooth shaded view the first thing i'm going to do is edit the object geometry and add a deforest modifier for a dynamic surface and then if we look at the surfaces for the hair you can see there's a on this one there's a single cap and a single hair surface um what i'm going to do on this one is first of all fix the cap because we know that won't move under deforest textured bob hair then now i've created and converted it to a deforest dynamic surface i'm going to create a deforest modifier weight node parented to the bob hair except that and that's created this deforest modifier weight node on it i'm going to start off by picking hair and in tools in the geometry editor oops you can see there the cap on the hair i can select the cap and then if we go to the weight map brush with the deforest modifier selected you got deforest simulation influence weights and we can add a map now because i've got the cap selected in the geometry editor i can right click on the on the viewport and i can say weight editing fill the selected with zero what that's done is it's frozen the cap in place so it won't be affected by d force now if we remember the shortcuts it'll be a bit easier here if i go back to the geometry editor it's alt shift g on windows and i want to make the cap invisible just so we know that we've dealt with it right then the hair i want to start off i'm going to [Music] change to a lasso selection for the geometry and i'm going to try to fix the top of the hair in place we've had it look into a natural if i switch back to the geometry editor again so alt shift g and just lasso top of the hair there you can see the polygon selected and then i'm going to go alt shift w to switch back to the weight map make sure you've got the modifier selected in the browser again now right click weight editing fill the selected with zero so i've frozen the top of the hair so it won't be influenced but it's going to look a bit weird if i um simulate that it's going to have very sharp angles so if i invert the selection which is control slash i think it's ctrl slash there we go control slash inverts the selections now i've got all the all the weighted polygons selected and i'm going to go to weight editing smooth selected um i don't know why i've got these figures but about 90 20 is a good uh set figures what it's done is it smoothened off the remaining um previously unselected polygons from blue to red so that the falloff of influence is a bit more rounded now i'm going to invert the selection again so these are just the strands i've edited and i'm going to do control star what this has done is it's con it's selected all the polygons from those strands i've just edited i'm going to hide them now we can see the strands that still left to do so if i do alt shift g that's the geometry editor we've still got the lasso selected so i can now pick a slightly larger lasso and pick up the tops of the remaining strands alt shift w fill the selected polygons as zero invert the selection with control slash again and weight editing smooth the selected there we go right i'll do control slash again and then control star geometry visibility hide the selected i'm going to carry on doing this down the head what we're trying to do is change it so that the top of each strand is fixed and it won't fall out but the remainder of the strand will bend and be influenced by d force so i want to carry on this will seem a bit boring but hopefully you'll get the idea so alt shift g select the polygons alt shift w fill the selected with zero control slash to invert right click smooth the selected control slash again control star hide the selected polygons back to geometry alt shift g back to weight fill the selector to zero control slash smooth the selected control slash control star hide selected control shift g control shift w fill selected with zero control slash to invert weight editing smooth the selected control slash again control star again hide the selected so we're getting there this method of doing it um there is another way of doing it which is each time you do a layer you simulate and you can see which hairs fall out but by doing it this way i know which has i've already edited because i've still got the selection so if i do this right to the end so ctrl shift g again gets back back to geometry editor click the tops of the strands ctrl shift w play editing fill the selector to zero control slash weight editing smooth selected slash again control star hide the selected nearly there just rotate it you can see that because i've gone [Music] for a side on view it's keeping it pretty symmetrical excuse the clown hair look but so as long as you keep it pretty straight on or you can just switch to a side view should have done that really we go to a left view just so you can say it's more straight make sure you're in the geometry editor ctrl shift g select the tops of the strands ctrl shift w wait edit fill the selector to zero control slash right click white edit smooth selected control slash again control star again right click geometry visibility hide the selected control shift g select the tops ctrl shift w wait edit fill the selector to zero control slash control star we've done that right i don't think i have okay ctrl shift g let's just go through that again so selected those polygons ctrl shift w to go to weight map wait edit fill the selected with zero control slash to invert smooth the selected control star slash control star selected right down to the last few strands um just around the back of the neck there ctrl shift g control shift w weight edit fill the selector to zero slash to invert weight edit smooth the selected control slash again control star geometry visibility hide the selected right down to the last ones here so i'll go to the back so i'll get a better view of it ctrl shift g pick the tops ctrl shift w weight edit fill the selector to zero invert the selection smooth the selected invert expand right that should be all of the hair now defined with the d force weight map so i can show all polygons again what you should see there is every strand is weighted from top to bottom for influence now hopefully that will simulate what i'm going to do first is go back to my textured bob hair geometry and under surfaces for the hair i'm going to turn off self collision because that will accelerate the simulation quite a lot i'm also going to change the friction down to 0.1 because hair doesn't generally stick to things um and this will let it settle a bit better normally i think so let's just try simulation don't need to do it from a memorized pose but so if i simulate that we're getting a bit of collision offset warnings this is where the hair is intersecting itself normally or it's intersecting the scalp let's see what happens well i'll do it doesn't look terrible now you might ask why i bothered doing this um once you put your character into a pose that is not perfectly upright so let's just find a pose bass poses there's my genesis 8 character put it in a laying down pose find it in the camera view oops there we go all right you should be able to see that's um by default hair doesn't look very naturally hung not very well posed but if i simulate um i'm going to try it without going with a memorized pose to start with might cause an issue because of the hand touching the head whilst i'm here i'm also going to select all of the surfaces from the hair change the collision offset to 0.1 this should cut down the number of collision warnings before we simulate so let's hit the simulate button there we go faster into the simulations and see what happens now hopefully this is quite a subtle change we don't want the hair to just flatten against the head and fall under gravity we want it to um act like real hair and just you know tilt with the head slightly we're not trying to create a pendulum but we're trying to make it look more natural realistic you can also use this method with long hair um normally the strands are a lot longer so it wouldn't actually take much longer to do you can see this method i've used it wasn't too intensive because i wasn't having to simulate it at each stage this might go a bit wild well i'm gonna stop the simulation if i let it run too long i think it's just gonna all look a bit mad um whilst i'm here i'm also going to try and smoothen off the strands a bit you consider a bit jagged due to the polygons um so if i select the hair again i'm going to edit the object geometry and convert it to a sub d yeah the strands are a bit more rounded it's not so obvious once you've textured it but it does make a difference so if i go back to an ira display of that hair oops i'm out of focus but there we go hopefully you can see that's better than normal hair once you've deforested it it looks a bit more realistic and hopefully you'll be able to apply that to other types of hair
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Channel: 3D Tips
Views: 4,788
Rating: undefined out of 5
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Id: wFpicjICI1U
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Length: 20min 36sec (1236 seconds)
Published: Sun Oct 10 2021
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