Thanks for that great insight!

        That's one fluffy, great looking bird btw!

yeah ... to say the least :)

The expressions, the 'feeling', .. and of course the fluff, (even at light glancing angles where it's hardest to nail) are just flawless
Great job!



      
On 11/06/14 16:39, Stefan Kubicek wrote:

The main problem I had with Soft's hair was that sometimes the guides would pop, change shape without any apparent reason. So I had to be really careful and keep several copies of it.


Yes, I had that too last year. It appeared to me that it would happen more often when undoing a hair modeling operation and then saving the file. Upon reopening some hairs would pop into seemingly random directions (most of the time penetrating the surface they grow from).
It did happen frequently (like several times a day) but Icouldn't find a way to reliably reproduce it.

Another real problem I found was that hair simulation malfunctions (read: creates totally unpredictable and wrong looking results, including totally stiff strands)  when telling it to collide with a subdivision level of the emitter surface. It sort of worked having it collide with the unsubdivided base mesh, but that would cause visible faceting of the rendered hair due to the coarse nature of the base mesh in my particular case (Shave doesn't seem to interpolate emitter normals on a per render hair basis).
An alternative would have been to actually subdivide the emitter mesh instead of using subD's, but that would've created so many additional guide strands that the grooming process would have become too slow. Even having the hair collide with a subdivided copy of the emitter mesh created erratic results. In the end I gave up and did not use dynamics at all, which was ok-ish in my case since the hair was relatively short.
Did you encounter the same problem, and if so, how did you solve it? It's reproducible in 2013, 2014 and 2015 btw, at least for me.

That's one fluffy, great looking bird btw!





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