The mesh hair in blender doesn't look the same as in Daz

Issue #1060 duplicate
Yek Bruce created an issue

The hair in Daz has obvious highlight, but when imported to Blender, there’s no highlight and the hair casts a lot of shadow, no matter how I change the light settings or HDRI, the problem still exists.

in blender:

in daz:

Comments (10)

  1. Alessandro Padovani

    Please link the product page.

    In general anisotropy is better with the bsdf option. Also if it’s a 3delight item then the material must be converted to iray before exporting. As for dforce hair using the blended dual lobe shader the material conversion is approximated because there’s no shader in blender that does the same so you may have to fix something.

    Also to match/compare the anisotropy it is extremely important to use the same lights since anisotropy depends on the incidence angle of direct lights while diffuse lights will have a different effect.

    So.

    1. is this transmapped or dforce ?
    2. what material conversion do you use ?
    3. what shader is it in daz studio ?
    4. do you use the same lights in blender and daz studio ?

  2. Yek Bruce reporter

    By the way, I got the image when the transparent max bounces is not high enough, but that is not the real problem

  3. Yek Bruce reporter

    And other objects I imported also look not the same. All the settings in Daz and Blender are default, the dome of hdri is also imported and unnecessary light in the Blender is deleted, but the difference is big. Maybe I missed something fundamental, I don’t know.

    In Blender:

    In Daz:

  4. Midnight Arrow

    Left is Iray, center is Cycles default, right is Cycles with custom hair shader.

    I agree default import doesn’t do a good job with hair anisotropy. I deleted the Diffeo nodes and implemented my own BSDF network with anisotropy BSDF directly instead of a glossy BSDF node since the Annabelle hair had an anisotropy weight of 1.0 inside Daz Studio.

    Also you need to change the color management settings in Blender to make your viewport look like Daz. http://diffeomorphic.blogspot.com/2022/06/tone-mapping.html

  5. Alessandro Padovani

    I can confirm there’s something wrong with the material conversion. Will investigate and let you know what I find thank you for reporting this.

    Can you link the stockings too so I can look at them ?

  6. Alessandro Padovani

    Again this is a unsupported top coat mode as in #1065 for the ribbon stockings. Unfortunately in this case the PA doesn’t use the glossy anisotropy as most materials do, but he uses the top coat anisotropy instead that we don’t support, apart the top coat weighted mode that’s not supported either.

    Perhaps it’s time to update the top coat and see if we can support it better. Will see what I can do.

  7. Alessandro Padovani

    Duplicate of #1069.

    This is actually not a bug but a known limit and will be resolved with #1069. Marking as duplicate for tracker cleanup.

    update. #1069 is fixed and now the monica hair renders fine.

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