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dForce Backbunch Hair Extensions for Genesis 8 and 8.1 Females

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Product Name: dForce Backbunch Hair Extensions for Genesis 8 and 8.1 Females
Product ID: 84815
Published Artist(s): PhilW
Created By: N/A
Release Date: 2022-03-01

Product Information

Following the successful release of dForce Backbunch Hair for Genesis 8 and 8.1 Females, here is a product that adds a huge number of additional options. It adds 2 more positions for the ponytail: one higher up near the top of the head and one low down to form a loose ponytail style.

There are a wide range of extra tail holders as well to customize your look:

  • A metal band inscribed with Celtic patterns
  • A jeweled band with a choice of jewel colors in both gold and sliver settings
  • A fantasy long tail holder with a range of both metallic and material textures
  • A simple bar (or barrette) for the low tail option with a choice of different materials
  • A leather tail holder in a choice of colors and with gold or silver studs
  • A large bow in velvet or silk colors

Of course, you can combine all of this with the huge range of styles and hair colors from the original package, and these additional tail positions also support the original Scrunchie holder.

Suitable for contemporary, sci-fi, historical, and fantasy characters in any setting. dForce Backbunch Hair Extensions for Genesis 8 and 8.1 Females is the perfect way to add realism and style to your characters.

Product Notes

Installation Packages

Below is a list of the installation package types provided by this product. The name of each package contains a Package Qualifier, which is used as a key to indicate something about the contents of that package.

  • 1 Core 1)

[ ] = Optional, depending on target application(s)

Not all installation packages provide files that are displayed to the user within the interface of an application. The packages listed below, do. The application(s), and the location(s) within each application, are shown below.

dForce Backbunch Hair Extensions for Genesis 8 and 8.1 Females (Core)

  • You can find new icons for loading this product in the following DAZ Studio Folders:
    • “People:Genesis 8 Female:Hair:PhilW:BackBunch Hair”
    • “People:Genesis 8 Female:Hair:PhilW:BackBunch Hair:BBH9 Tail Holder Materials:BBH-E Celtic Tail Holder Materials”
    • “People:Genesis 8 Female:Hair:PhilW:BackBunch Hair:BBH9 Tail Holder Materials:BBH-J Jewelled Tail Holder Materials”
    • “People:Genesis 8 Female:Hair:PhilW:BackBunch Hair:BBH9 Tail Holder Materials:BBH-L Long Tail Holder Materials”
    • “People:Genesis 8 Female:Hair:PhilW:BackBunch Hair:BBH9 Tail Holder Materials:BBH-T Barette Materials”
    • “People:Genesis 8 Female:Hair:PhilW:BackBunch Hair:BBH9 Tail Holder Materials:BBH-U Leather Materials”
    • “People:Genesis 8 Female:Hair:PhilW:BackBunch Hair:BBH9 Tail Holder Materials:BBH-X Bow Materials”
  • You can find new icons for this product in the following DAZ Studio Categories:
    • “Hair:Updo”
    • “Materials:Iray:Accessories”

Additional Details

  • There are individual loaders for each valid combination of ponytail position and tail holder.
  • When loaded the hair is made up of two parts – the Main Hair and the chosen tail holder are parented to the Hair Cap and the Ponytail is parented to the Ponytail Base (which is invisible). For most operations you need to select the correct part, so for Main Hair options you need to have the Main Hair selected, and similarly for Ponytail Options you need to have the Ponytail Hair selected (and not the base), although for changing main hair colors and the different tail holder colors, you can have the figure or any part of the hair selected.
  • Note that when using the Low Tail position, the tail is roughly at 90 degrees to its default position, this means that some of the morphs behave differently to what you may expect but they are still useful in crafting the particular look you want.
  • You do not always need to drape this hair but it is generally advisable, although you can end the simulation early by pressing Escape to keep more volume in the tail (it is only the tail that simulates). Most morphs can be applied either before or after draping for different effects – feel free to experiment!
  • The density of the ponytail is enough for most circumstances, but you can easily add volume by Duplicating it (Edit menu / Duplicate Node) and then changing some of the morphs dials for the second instance. This can be done after draping. Be aware that this will add approximately 0.7 GB to the VRAM required for the render as the tail has a lot of geometry.
  • This ponytail hair is away from the body for most styles and so is not particularly prone to any poke-through issues, but should you have any unusual situations, I recommend that you set up a small animation as the safest way to drape the hair. I suggest setting 91 frames, set the pose and character that you want at Frame 60 and have a default pose and the character’s head dialed to zero at frame zero. The frames after 60 are to allow the hair to settle but feel free to press Escape to stop the simulation if there is no further movement or if you like the way the hair is draping already. If the final head position is very different from the default pose, either extend the period for the transition or look at repositioning the figure initially so that the head stays in roughly the same global position. Of course dynamic effects can be achieved by having the head move, turn, bend or twist between the initial and final poses!
  • Presets are included to change the way that the hair previews – note that these are separate for the Main and Ponytail Hairs. You can show just the hair guides, show the generated hairs without them showing in the Iray preview (this is the default) or to show them in the Iray preview. This last option involves generating a very high number of polygons and so will slow the responsiveness of the interface and so is most useful to check how the colors will render or other post-drape options, but any changes to pose, camera position etc are best done in the default mode. The “Guide Hairs” option is useful to check for poke-through of the guides on your character.
  • There is a pause after you press render while all the hair geometry is loaded onto your graphics card. Once loaded the render times are reasonable for such a complex amount of geometry with millions of polygons.

Resolved Issues

  • None

Known Issues

  • None


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The contents of this package are in DAZ Studio Native formats