i just have a ball with hairs, with sub steps of one looks great, if i do 2 sub steps now they are super jumpy and every random frames will kinda pop... shouldn't increasing the sub steps ensure this doesn't happen?
... is interesting even trying with the guide deforms adding an orientation, or adding a timeblend to get the substeps at geometry level still same outcome...
i try different combinations and still... with higher substeps hairs are unstable.
you should deform it after vellumhair1, not before, since vellumhair1 is computing the hair orient and for that to be stable it's better to compute it on rest hair but also it is only important if you are pinning orientation to animation, which you are not doing anymore in the latest file, still good to keep in mind, especially for stiffer hair if you want them to follow root's orient
another issue is that your root point is forced into collision with the sphere, the easiest is to set disableexternal to 1 for root points
i been analyzing the scene, since under vellum object we do have "compute missing orientation" thanks i didn't know about the disableexternal, interesting that with one sub step doesn't consider the root very close to the surface and is all good, with substeps the root been collision does get weird. your pointwrangle deactive the root from been consider, and does work, (just on my craziness moving the lines/hairs farter (than the thickness)) did the trick as well (not that we want that but was just to check)
pelos since under vellum object we do have "compute missing orientation" t
The problem is not missing orientation, but orientation that is computed on animated hair every frame using world Y as up vector So even if it was missing recomputing wouldn't be stable But as I mentioned, it's only important if orientation is pinned also
tamte you should deform it after vellumhair1, not before, since vellumhair1 is computing the hair orient and for that to be stable it's better to compute it on rest hair but also it is only important if you are pinning orientation to animation, which you are not doing anymore in the latest file, still good to keep in mind, especially for stiffer hair if you want them to follow root's orient
another issue is that your root point is forced into collision with the sphere, the easiest is to set disableexternal to 1 for root points
Logically, the setup must work well, however, if pin the orientation of roots, the hairs still pop at frame 79. Is this strange issue caused by or related to roots collision or other aspects?
Soft pin works well in this situation, perfect. It seems only hard pin for orientation causes the single frame popping, hard pin for position doesn’t affect.