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DAZ|Studio F.A.Q (Last Updated: 2025 Jan 01 2:42 pm)



Subject: Sim Settings Terms question


DocPhoton ( ) posted Sun, 08 December 2024 at 10:16 AM · edited Thu, 02 January 2025 at 1:56 PM

In the Simulation tab of the Parameters Tab, what do the abbreviations of PR and PS actually stand for?


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WendyLuvsCatz ( ) posted Sun, 08 December 2024 at 11:05 AM

I thought PR meant preview rendered, not sure of PS

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DocPhoton ( ) posted Mon, 09 December 2024 at 12:18 AM

That's what I thought, but Generate Preview Hairs and Preview Preview Hairs?

... and why I'm asking.


chevybabe25 ( ) posted Mon, 09 December 2024 at 7:04 AM · edited Mon, 09 December 2024 at 7:05 AM

PS hairs are pre-sim hairs.  These are hairs that are generated before the simulation, then simulate along with the guide hairs.  

PR hairs are pre- render hairs.  They are generated at render, and show up around the simulated hairs.

The generate option should just be left alone.  If you shut those off, you will be left with guide hairs only. Great if you want to export these out to another program.

The preview PR hairs option allows you to see the pre-render hairs in the viewport ( if the vendor used any PR hairs to help fill it in).  If your viewport is struggling, you can shut that off and use it when you need to.



DocPhoton ( ) posted Mon, 09 December 2024 at 11:57 AM

Thanks chevybabe25. That's exactly what I was looking for.

And I do export to another program.


chevybabe25 ( ) posted Mon, 09 December 2024 at 12:08 PM · edited Mon, 09 December 2024 at 12:08 PM

You are very welcome :)   

If you want to export it out as a full hair, keep everything on and change the line tesselation to 3.  It *should* export correctly.  

I should have been a smidge more clear about exporting, now that I know what you want to do.  If you are making a morph, or looking to do some kind of conversion then shut all that stuff off and change the line tesselation to 3.


DocPhoton ( ) posted Mon, 09 December 2024 at 1:48 PM

It's a bit more obtuse than that. I export out for Lightwave use, so I have to do things a bit differently for this type of hair and use OBJ's. And it isn't always possible depending on the character I've found.

Using a 3rd party script, I can read & import just the curves for the obj hair, but it's still limited. Hopefully now that the software is with new owners, this will get addressed.

For humanoids (Daz doesn't export animals with fur though), this is a pretty straight forward process using the Bridge to Blender. But of course I haven't learned Blender (and a couple other apps) yet which I should do, as I could then export that hair out to Lightwave.

I've many of the LAMH animals and have a good workflow for that. Can't do morphs such as snarls, etc., but can transfer the weight mapping from the body to the fur. The body would be from an FBX, and the Fur from the original OBJ's generated by LAMH when it exports as it's mesh strand based.

So with that, I can do bone deformations and keyframe, which you can't do in DAZ.  I've even export just the rig information from DAZ and built a POSE library, animal & humanoid.


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