Peach Fuzz for everybody?
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Peach Fuzz for everybody?

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I just found this! http://www.daz3d.com/peach-fuzz-facial-vellus-hair-for-genesis-3-female-s
And it may be sort of what I'm looking for! See, I'd like to make my characters a little more fuzzy. But my characters are not Genesis 3 characters. They're older. A lot older.
I tried doing a velvet type look on the skin. It only looked like hairless skin. I tried subsurface shading. Etc. My skills are not high enough I guess.
Tips? Ideas? Tricks?
Comments
https://en.wikipedia.org/wiki/Vellus_hair
Peach Fuzz also works with G2F, though not always perfect: http://www.daz3d.com/forums/discussion/comment/1309261/#Comment_1309261
... when I said old models I wasn't even talking about Genesis. And although I appreciate the added commercials, they're not even close to being answers to my question/query/discussion topic.
I've been experimenting with the fur and leather iray shaders today. Taking Bunny Girl, I did her skin using a suede shader but with the original brown bunny texture. Then I created a geoshell, put a straight suede texture on its skin, and put it at 50%. Nice peach fuzz result, sort of. Still playing with it, but my computer is weak sauce so its slow going.
I suppose it comes down to how hairy you want to go, LAMH might work
A lot of skin velvet shader "tricks" are meant to imitate vellus hair. I used Peach Fuzz on my latest two gallery images, and Garibaldi on the Saga image. What's nice with Peach Fuzz is you can change its length, and make it quite long if you switch off its parameter limits. Mixed with Exnem's body hair, it certainly adds to the overall effect.
I'm really looking forward to new version of LAMH to handle stuff like this. Biggest problem I have now is that it's hard to get the hairs to curve relative to the skin and not as a universal thing, and to curve in a sensible direction.
I got LAMH recently, but it wasn't what I was hoping for. I intend to use it in the future, but... not good for animation for example. But who knows what the next version will be like. So far so good with the suede/geoshell technique. I also did the iray fur, and got... okay results... I think if I'd been able to up the subdisplacement a bit I'd have gotten better ones. I'm thinking, hrm.
I am an animator, and I can assure you that LAMH will animate. ATM, the 1.x version in the store can make it a number of frames before a memory argument between LAMH and DS becomes a problem. I can animate 2 of RawArt's Sasquatch dancing in the same scene for 28 frames on a machine with 6GB of RAM. The number of frames any specific preset will make it depends on quite a number of variables, some of which are the number or hairs being rendered/frame and the amount of movement that those hairs make along the path in the animation.
Newer version(s) coming have resolved the animation issue and can effectively go as far as DS can before DS itself dies.
There are a number of very exciting LAMH announcements coming in the near future. "Peach Fuzz" is only the tip of things to come.
Kendall
Animated LAMH is something I have been hoping for and painfully doing one frame at a time in 3Delight to make a gif or looped sequence is all I could manage unless I exported obj hair and rigged it with the TU, then could use Octane.
Oh my. But I'm betting your computer makes mine appear very tiny if you can do that. I couldn't figure out how LAMH could apply to animation: the tut I found at the time seemed to indicate this was a plugin in which you had a static image you were applying hair to at the end. And that hair would become an object.
Just a note to say I've noticed the standard iray frosted glass shader seems to work really well for vellus hair.
If you were talking to me, the machine I ran that test on is horribly tiny (on purpose) it is a 1GHz (yes 1 it actually reads 0.97GHz in Task Manager) i7 with 6GB of RAM and a GeForce 425M. I use this machine to verify that even poorly provisioned machines can run LAMH before it gets sent to DAZ. In any case, even that small machine animated 28 frames before it gave up and each of those sasquatch has 3 Million hairs on them, so that's 6 Million hairs per frame.
Kendall
How are you applying that? In the Top Coat? Geoshell?
Just on the Peach Fuzz hair (and my own Garibaldi obj). The hair's geometry, not a skin shader or such.
Oh, I also thought you maybe decreased the density of the strands of frost to simulate vellus hair on a geoshell or something too.
If I understood correctly, the more hairs the better, I find, with no need for a geoshell. If you take a look at my latest gallery image (A Gothic Imagination), all of the body and facial hair (aside from the eyebrows) use a frosted glass shader.
Very good effect. I like the old timey folk clothing you are creating for your characters in Marvelous Designer.
Hmm, I want something like this that does the back of the neck. With option for 'standing on end'.
Yeah, I've been struggling to get vellus hair in LAMH, and hit some rather big problems, at least trying to do it in Iray. The problem is that converting the hairs to fiber reverts to Basic resolution. So you end up with an obvious gap between model and hair, when using any other resolution.
Second, even rather high compression results in monster files.
Going to try to do it in 3DL and see where it gets me.
I've owned LAMH for a few months now but haven't actually made any hair yet. So it must make hair a base resolution for models rendered at base resolution. Don't those models render clearly ar 4K, 3K, 2K, FHD, HD, SHD and so on in base resolution and still look the same?
When it comes to model resolution, it's basically a smoothing/detail thing. So a Base resolution model, in a close-up, looks weird and faceted. You need at least High resolution SubD1 for it to look decent.
Now at middle to long ranges, Base is fine.
So essentially I'm talking about how detailed the model is and how close the hairs seem to be 'attached.'
And here's an experiment. Went with 3DL just to make life easier. The shader on the hairs could use some work, but you can see the problem, particularly at the top of her head -- there is a clear separation of the hairs from the higher resolution model.
With LAMH2 that should be solved (from what I understand), but for now it kind of scotches the idea of using it for this kind of hair.
Oh, I see what looks like a UV triangle on her left (right?) clavicle too. I hadn't noticed that weird angularity in the 4K renders of base models you talk of yet but I haven't rendered too many different models. Also so people have that look in real life so I'm not the best judge, I guess you have to try out the models at different mesh resolutions to notice if that model is one of those that needs the higher mesh resolution.
Wow. So I've tried a bunch of methods (Exnem body hair from Rendo, Real Hairy, LAMH), and in each and every case, I keep getting the hairs floating off from the shoulders.
Grr.
I suspect the only real solution will be to wait until LAMH 2 and hairs that can function on a high def model.
Real Hairy works decently, btw, if you drop the length and thickness and use frosted glass shader.
I have that but as I haven't done any beach scenes yet I haven't used it except a test render to see if it works. OK, except it bizarrely looks as if the area around the nipples is shaved and nowhere else. I didn't inspect too closely though. Now that they have a female equivalent I'll buy Peach Fuzz & give that beach scene a try in a month or so. Actually I want to make a game on a beach but I think I'll skip the part about making the characters hairy.
It won't take waiting for LAMH2. However, the issue is that the Hires/subd models "shrink" slightly from the size of the base resolution. A very slight scale factor to reverse this shrinkage will remove the floating hairs.
Kendall
Oh? Huh, I'll try that.
Here's an experiment using Real Hairy, which nicely lets you adjust length and thickness of hairs, so you can go from a big shaggy pelt to fine Vellus-like stuff.
It doesn't cover anything above the collar, but still. And thanks for the Frosted Glass tip, it was perfect.
The shoulder hair required scaling to get it to fit mostly right, and there's still gaps if you look closely. Oh well.
Does anyone know if Peach Fuzz can be used on animals or is it just for G3? And is it just for the face or can it be added anywhere for some sort of creature or added to men's chest or arms? Thanks.