Converting Daz hair to Blender

Issue #850 resolved
Jake Vaughn created an issue

Hey everyone, apologies if this is not really the correct place to be asking such a question, but as far as I can tell this is the best place for asking questions related to Diffeo.

My question is whether or not I am correctly importing hair from Daz to Blender. Specifically, I have a whole bunch of OOT hairs from the Daz store that would be just amazing to use in Blender. The problem is, when I attempt to bring these hairs into Blender, they don’t look quite the same as when rendered in Daz:

As you can see, the hair looks rather blocky around the edges of the strands, and just in general is significantly lower quality than when rendered in Daz via Iray. I know that there is an entire “Make Hair” subsection of the Diffeo plugin, but after messing around with the settings I could not seem to get a better result. So my question is, is there a better way for me to be doing this, or am I better off simply constructing or purchasing hair specifically made for Blender/Cycles? My goal is to move away from Daz software entirely while still making use of the abundant assets available.

On an unrelated note, this tool is awesome and a huge thank you to Thomas for putting so much work in. The soft body physics in the developer version is quite impressive and it’s amazing to see characters I have used forever in Daz with softbody physics 🙂

Comments (6)

  1. Thomas Larsson repo owner

    Usually you get the most faithful results if the global setting Method = BSDF and the render engine is Cycles. The Principled method is less a accurate but easier to tweak and may work better with Eevee.

  2. jeroen b

    The blocky artefacts around the strands are caused by the number of transparency bounces beeing set too low, go to rendersettings/light paths and set the default number of 8 for transparent bounces to a (much) higher value.

  3. Alessandro Padovani

    Apart what Thomas and Jeroen already said that’s correct, there’s some difference how cycles and iray handle anisotropy that’s mostly used in daz for transmapped hair. We try to convert as best as possible but it’s not always the same, so you may need to tweak the anisotropy for better effects. Apart that transmapped hair should convert fine.

    Eevee doesn’t support anisotropy.

    As for the hair conversion tool that’s another thing entirely.

  4. Jake Vaughn reporter

    Thanks for the responses everyone. I’ve found that tweaking the light paths as Jeroen suggested increased the quality to a level I am satisfied with for my purposes, so I will be marking this as solved. If I ever find that I want to go further I will also look into tweaking the anisotropy. I am mainly interested in using Blender to do things Daz studio simply cannot do, namely stuff like soft body physics. But I was worried I would be out of luck with converting Daz hairs, glad to see this is not the case 🙂

  5. Log in to comment