Owl Posted September 22, 2008 Share Posted September 22, 2008 (edited) As i get deeper into this issue, i think there is no point in creating separate topics. Sometimes i would love to hear a suggestion or opinion not necessarily a solution. So: there is a frizz feature already implemented in cvex which is basically noise applied to points, is it possible to implement curliness as well? In fur globals a haven`t happened to see any ptnum or npt outputs. Or should it be done on the guides? which i suppose would complicate simulation if you would use wire to wire / self collisions ? Edited September 22, 2008 by Owl Quote Link to comment Share on other sites More sharing options...
anim Posted September 22, 2008 Share Posted September 22, 2008 take a look at hairdist parameter of the furglobals it gives you s coord of the current hair point, something like percentage of the length and uv parameter, which is the skin uv so basically [u,v,hairdist] should give you 3d coordinate system of the hair, which can be modified relatively to the skin and length at least that's what i understand from the look at furglobals, i never used CVEX so please take this as an little advise of what you can try Quote Link to comment Share on other sites More sharing options...
Owl Posted October 6, 2008 Author Share Posted October 6, 2008 (edited) it seems that when using clumps and with clumpiness set to 0 hair tend to grow not following clump splines but rather in the direction of skin normals why is that so? or am i missing something important? nevermind the stupid question - got it working Edited October 6, 2008 by Owl Quote Link to comment Share on other sites More sharing options...
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