Pancho Posted January 8, 2017 Share Posted January 8, 2017 First time I use fur in H, so I wonder how I need to do that. In order to shape the hairy end of a brush I displace the generated guides in the fur node ("Create guides" > after the switch node) with an attribute vop. In order to get the shape of the brush that's very convenient. But as soon as I move the brush this doesn't work anymore since the shaping takes the point positions of the guides into account. So as soon as the brush moves the shape of the hair is gone and looks now completely wrong. So, I wonder how to tell H to use this initial state and "freeze" it, so that all calculations afterwards are based on my shaped guides (e.g. collisions). In SI one used to refer to a static mesh for hair positions, but no idea whether this is the way to go in H. And even if that's the case, I wouldn't now how to do that. Anybody an idea? Since H allows the manual combing of guides I guess H knows how to transform these changes when the skin moves. But probably that's under the hood. Cheers Tom Quote Link to comment Share on other sites More sharing options...
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