适用于 Genesis 9 的 LI dForce 淋浴场景中的头发模型
LI 淋浴秀发发型 光滑、湿润且极具弹性。 这款发型有点与众不同…… LI 淋浴秀发发型是为 Genesis 9 打造的基于 dForce 丝条的发型,主要设计用于打造那种梳向后面的湿发造型。但得益于预模拟和预渲染发型生成设置的组合,你实际上可以创造出各种各样的造型,从刚洗完澡的清爽感到被风吹乱的凌乱感。 友情提示,这款发型比较复杂。为了让它正常运行,背后有大量技术支持,所以我附带了大量可用的预设。这些预设既可以作为快速入门的起点,也能让你深入了解整个运作机制。 由于发型严重依赖预渲染模拟来减少模拟时间并节省系统资源,我还添加了面部、耳朵和上半身的可选贴合偏移网格。这些网格有助于更自然地引导头发,避免尴尬的碰撞,尤其是在头发变得“湿漉漉”的时候。我还附带了冻结头发并关闭发型生成设置的预设,这样你就可以在调整姿势后无需担心延迟。 许多模拟后的参数(主要是缠结和毛糙)会导致模拟结束后头发收缩和变形。发丝最初会停留在基础网格上,但一旦预渲染设置生效,它们往往会穿透这些表面。这就是为什么我添加了这些额外的偏移网格,以便在关键位置更好地控制碰撞。不过你不必使用它们,只需在“表面”选项卡中调整发丝偏移即可。这些只是为了提供更有针对性的控制。例如,1 的偏移值可能在身体上看起来很棒,但在头皮上却不合适,这取决于你的姿势。 包含大量变形器,有些在模拟前效果最佳,有些则在模拟后效果最佳。是的,有些可能会造成混乱,这取决于当天“目标表面”模式的表现。 哦,在模拟过程中看到奇怪的引导曲线时,别惊慌。这只是“目标表面”在发挥作用。一旦模拟完成,这些曲线就会消失。 密度图是这款发型的得力助手,所以我附带了很多。为了增加摆姿的灵活性,我还构建了 LI 淋浴秀发发型风力装备,这样你就可以轻松调整那些戏剧性的被风吹乱的镜头,而无需进行无休止的调整。 小贴士:根据你的设置,在模拟时尝试开启或关闭“从记忆姿势开始骨骼”的功能。有时动画效果最佳,有时只是风的影响。 是的,它很复杂。是的,它有点难。但如果你深入研究,我认为你会发现它非常强大,希望你会觉得它非常有价值。在这个过程中,我学到了很多关于 dForce 的知识。 快乐渲染
LI Shower Tress Hair Slick, soaked, and seriously flexible. This one's a bit different... LI Shower Tress Hair is a dForce Strand-Based Hair for Genesis 9, designed primarily for that slicked-back, wet-hair look. But thanks to a combination of Pre-Simulation and Pre-Render Hair Generation settings, you can actually create a wide variety of looks, from freshly showered to windblown chaos. Fair warning, this one's complex. There's a lot going on under the hood to make it work, so I've included a generous range of wearable presets. These can serve as quick starting points or give you a deeper look into how everything functions. Since the hair relies heavily on Pre-Render Simulation to reduce sim time and save on system resources, I've added optional fitted offset meshes for the face, ears, and upper body. These help guide the hair more naturally and avoid awkward collisions, especially when things get sticky (literally). I've also included presets that freeze the hair and turn off Hair Generation settings, so you can tweak your pose afterward without the lag. A lot of the post-simulation parameters, mainly clumping and scraggle, cause the hair to contract and distort once the sim finishes. The strands will initially rest on the base meshes, but once the Pre-Render settings kick in, they often push through those surfaces. That's why I've included those extra offset meshes for better collision control where it counts. You don't have to use them, though you can just adjust the strand offset in the Surfaces tab. These just help give you more targeted control. For example, an offset value of 1 might look great on the body, but not on the scalp, depending on your pose. There's a big batch of morphs included, some work best before sim, others after. And yeah, some might make a glorious mess depending on how "Target Surface" mode is feeling that day. Oh, and don't panic when you see weird guide curves pop up during simulation. That's just Target Surface doing its thing. They'll disappear once the sim is complete. Density maps are your best friend with this kind of hair, so I've packed in a bunch. And to add even more posing flexibility, I've built the LI Shower Tress Hair Wind Rig, so you can dial in those dramatic, windblown shots without endless tweaking. Quick tip: try simulating from the current frame with "Start Bones from Memorized Pose" toggled on or off, depending on your setup. Sometimes animation works best. Sometimes it's just the wind. Yes, it’s deep. Yes, it's a little complicated. But if you dig into it, I think you'll find it surprisingly powerful, and hopefully, you'll find them super rewarding. I learned alot about dForce during this process. Happy rendering!