You should be able to break that live link - as you really only need the curves from the original hair to generate the strands from - you can then use ICE to do the rest.

S.

On 2013/08/16 1:30 PM, Fabricio Chamon wrote:
sorry for the confusion. by "strands" and "not using ice" I mean using soft built-in Hair system. On the rendertree, Scalar State set to Barycentric B outputs a normalized length, which I don't want. I've implemented something similar to Leonard's tree in ice, but it really doesn't help, unless there's a way to transfer all the render hairs (not guides) to ice strands. I've tried melena and it works great, except there's a 1 million hairs limit, plus it keeps a live link with the original hair that hurts performance badly (It was not designed to work this way I believe). Maybe I'll have to dig into c++ and use the render hair accessor to bake xsi hair into a new pointcloud and do the gradient math on the icetree.


2013/8/16 Alan Fregtman <alan.fregt...@gmail.com <mailto:alan.fregt...@gmail.com>>

    Looks like the moderator approved it... twice.



    On Thu, Aug 15, 2013 at 11:07 PM, Leonard Koch
    <leonardkoch...@gmail.com <mailto:leonardkoch...@gmail.com>> wrote:

        Hey,

        I think you'll need ICE to do this. Here is an image of a
        setup which should accomplish what you are after:
        https://leonard-koch.squarespace.com/s/StrandLengthInRenderTree.jpg




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