- Print Statistics: For each selected mesh, print the number of vertices, edges, and faces in the terminal window. This is the same tool as in the Low-Poly Section.
- Select Strands By Size: Select strands by the number of vertices.
- Select Random Strands: Select a certain fraction of mesh hair strands in edit mode.
- Make Hair: Convert the active, hair mesh to particle hair of the other selected, human mesh. To avoid confusion, the meshes are listed right below.
- Hair: The hair mesh.
- Human: The human mesh.
- Update Hair: Change particle hair settings.
- Color Hair: Change particle hair color.
Hair Types
There are three types of hair in DAZ Studio:
- Sheet Hair: The hair is represented by a mesh with planar sheets.
- Polyline Hair: The hair is represented by polylines.
- Strand-Based Hair: Strands in DAZ Studio, imported into Blender as thin tubes.
All three types can be imported into Blender as meshes, and then converted to particle hair with the Make Hair tool. More information can be found in the following blog posts:
Strand-based hair
Hair and children
Strand-based hair and geografts
Strand-based hair, for real this time
Hair improvements
More hair changes
Preparing mesh hair
Sheet Hair
The DAZ importer can convert certain types of mesh hair to
particles. It only works if the hair solely consists of stripes, whose
UV coordinates are arranged in a specific way, usually vertically. Fortunately, most hair meshes in
DAZ Studio are made in this way.
We need to separate the skull from the rest of the mesh. In edit mode, select a skull vertex and hit ctrl-L to select all connected vertices. Then hit P and separate the selection to a new mesh.
There are now two meshes. Hair consists solely of bands with vertical UVs. This is the mesh that we will convert to particle hair.
We renamed the other mesh to Scalp and changed the color to brown to distinguish it from the hair.The color is not important because it will not be visible in renders.
Polyline Hair
Polyline hair consists of connected edges which act as hair guides. Apparently it is not possible for ordinary users to create polyline hair, but it is available from many vendors.
Here is the standard Mohawk polyline hair, in DAZ Studio and imported into Blender. The hair guides consists of edges.
Strand-Based Hair (SBH)
SBH is a recent addition to DAZ Studio 4.12. It is stored in an undocumented binary format in the duf files, and can therefore not be directly imported in Blender with the Daz Importer. However, we can get around that problem with the following trick.
Print Statistics
Select Strands By Size
Select Random Strands
Another way to speed up hair creation is to reduce the number of strands of the mesh hair that we started from. This tool makes this easy. With the hair mesh selected, press Select Random Strands. A pop-up dialog appears where you can specify the fraction of strands to keep.Strands are selected at random in edit mode. Now we can easily delete all selected vertices. This leaves Aiko with hair that is thinner but closely resembles the original hair. We may be able to make up for the missing strands by increasing the number of children in the particle hair.
Make Hair
- Mesh Hair Strand Type:
- Sheet: Use for sheet hair
- Line: Use for polyline hair
- Tube: Use for tesselated SBH. Can also be used for some sheet hair.
- Strand Orientation: How the strands are oriented in UV space.
- Top-Down: Vertically with roots at top and tips at the bottom. The default and absolutely most common.
- Bottom-Up: Vertically with roots at bottom and tips at the top.
- Left-Right: Horizontally with roots to the left and tips to the right.
- Right-Left: Horizontally with roots to the right and tips to the left.
- Keep Mesh Hair: Keep (reconstruct) mesh hair after making particle hair.
- Remove Particle Hair: Remove existing particle systems from this mesh.
- Resize Hair: Change the number of hair vertices so all strands have the same number, and hence belong to the same particle system.
- Hair Length: The number of hair vertices, if hair is resized.
- Resize In Blocks: Change the number of hair vertices to a multiple of ten. This results in a moderate number of particle systems and fairly uniform vertex density.
- Sparsity: Ignore some hairs if this number exceeds one.
- Multi Materials: Create different particle systems for each material of the original mesh.
- Keep Material: Keep the existing materials. Mainly for polyline and strand-based hair, where hair materials are created when the meshes are imported.
- Material To Keep: If we create hair with a single material, choose which of the original materials to keep.
- Hair Material Method: Method used to create the hair materials, further described in the page on Material Methods.
- Hair BSDF: Node tree with the Hair BSDF node (Cycles only).
- Hair Principled: Node tree with the Hair Principled node (Cycles only, Blender 2.8x and later only).
- Principled: Node tree with a principled node (Eevee and Cycles).
- Hair Colors: The colors of the particle hair.After a slight delay Aiko has particle hair, and the mesh hair can be hidden or deleted.
Settings:
- Viewport Children: The number of hair children displayed in the viewport.
- Render Children: The number of hair children displayed in renders.
- Child Radius (mm): Radius of children around parent.
- Strand Shape:
- Standard: Standard strand shape.
- Fading Roots: Root transparency (standard shape with fading roots).
- Root And Tip Shrink:
- Root Radius (mm): Strand diameter at the root.
- Tip Radius (mm): Strand diameter at the tip.
Polyline Hair
The Make Hair tool can also be used for polyline hair. The workflow is the same, except that the Mesh Hair Strand Type must be set to Line. The tool automatically detects the strand type.
Strand-Based Hair
The Make Hair tool also works for tesselated SBH. In this case the Strand Type must be set to Tube, which is also done automatically.
Below the tesselated SBM is converted to particles and rendered.Update Hair
Because the character mesh often has many particle systems, it is quite tedious to edit parameters, because the changes must be repeated for each particle system. The DAZ importer has a tool that makes it possible to make the changes only once.Make the changes in one particle system and then hit the Update Hair button to transfer the changes to the others.
The options of the Hair-36 system now reflects the changes made in the Hair-28 system
Color Hair
The hair color can be changed after the hair has been created. Press Color Hair. A pop-up dialog lets you specify the new color.Aiko now has blue hair.