Strange Vellum Hair behaviour

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I'm getting some odd results whilst simming some tufts of hair.

I'm copying the tufts onto some scattered points and then testing with gravity. Instead of the tufts falling straight down, I get an odd push along the positove Z axis which leads to an un-natural look.

I cannot figure out what is causing this. I've tried the simplest setup I can think of and I still get the odd result. I've attached and example file and any insight would be great.

Attachments:
weird_tufts.hiplc (1.4 MB)
Screenshot 2024-03-20 150901.png (1.3 MB)

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it's caused by wrong p@orient attribute, you can add Orient Along Curve SOP and let it compute proper p@orient along hair curves

Attachments:
weird_tufts_fix.hipnc (1.4 MB)

Tomas Slancik
FX Supervisor
Method Studios, NY
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Ah. After the copy. Of course, because the orientation wouldn't be updated. Thanks Tomas!
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lloydwood
Ah. After the copy. Of course, because the orientation wouldn't be updated. Thanks Tomas!
you can do it before, the p@orient is by default Quaternion so it would get transformed correctly for each copy
the problem is your hair curves didn't have correct orient at any point
Tomas Slancik
FX Supervisor
Method Studios, NY
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