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