The polygon cards output by this operator require far less memory and less computational power to render and display than dense hair curves. This makes them suitable for realtime applications.
The operator assigns groups of nearby curves to clusters and generates polygon cards for each cluster, with the width and orientation matching the original curves.
Loads the groom to generate hair cards for.
Load the groom from a groom object.
Load the groom from a file.
Load the groom data from this source object.
Load the groom data from this file.
Use Custom Cluster Points
Use points from the third input as cluster centers.
Number Hair Cards
The number of hair cards to generate.
The seed value used to randomly distribute cluster centers.
Curve Cluster Location
The position along the curve that is used to compute cluster centers.
0.5 means that the position half-way along the curve is used to compute clusters.
Use higher values for hair style where only the tips of hairs are visible. This distributes clusters based on tip locations, better matching the visible part of the hair.
Averages the orientation across neighboring hair cards. Without this, the orientation can be somewhat erratic and vary wildly, which can create an undesirable look.
The number of times to apply orientation smoothing.
The method of determining card width.
Manually specify a uniform width value.
Compute using Cluster Distribution
Compute card width based on the density of neighboring clusters. Sparser areas receive wider cards, such that the skin is always fully covered in cards.
Manually specified width when Width Method is set to Specify Width.
Scale applied on top of the computed width when Width Method is set to Compute using Cluster Distribution.
Card width is clamped to this maximum when Width Method is set to Compute using Cluster Distribution. This prevents very sparse areas from generating extremely wide cards.
The number of polygons along the width of each card.
The amount by which the center of hair cards is bent outwards. This is a range of values, from which a value is picked at random for each card.
Controls how cards taper towards the tip.
Extend the length of cards by this amount.
The method used to determine the number of polygons along the length of each card.
Uniform Segment Count
Manually set a segment count that is used for all cards.
Use the number of segments necessary to match the given segment length as closely as possible.
Use the refine SOP to create the number of polygons required to accurately represent the curvature of each card.
The number of divisions to use when Division Method is set to Uniform Segment Count.
The segment length to aim for when Division Method is set to Segment Length.
The refinement threshold to use when Division Method is set to Refine.
Generate UV Coordinates for cards.
Lays out each card individually with scaling matching the world space scaling. Allows each hair card to be textured individually.
UV Reference Texture
Supply a texture with white rectangles representing hair texture strips.
The UVs of each card will be assigned to the rectangular area that most closely matches the card’s shape.
The reference texture image to use with the UV Reference Texture method.
The image channel in which the rectangular shapes are stored.
Fit all cards into a single tile.
Scale UV tiles by this fixed scale relative to world-space and distribute across however many tiles are required to fit all cards.
Number of pixels to pad UV islands with. Creates extra space around tiles.