Push Away from Mesh Acting Weird

 
 
 
Posted by:willshep
Data created:29 July 2021

When utilizing the push away from mesh modifier and adding my additional mesh that I want it to push the hair away from it does the complete opposite and lets the hair be penetrating all of the mesh


Attached Files:

>Capture1.PNG (504046 bytes), >Capture2.PNG (481705 bytes),

It is important to use closed meshes with this option. Open polygons will have this tendency.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

To add to what Marsel said, try disabling Collide with Distribution Mesh(maybe you are using a scalp mesh) and add the whole head or body as collision mesh. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you both! The mesh is open since its just the scalp portion that I detached from the body. I tried what Jeordanis said but still obtaining some weird results (I'm using the body portion of an alembic file that i made into an edit poly, not sure if this could also be the reason for it acting weird.

Thank you both! The mesh is open since its just the scalp portion that I detached from the body. I tried what Jeordanis said but still obtaining some weird results (I'm using the body portion of an alembic file that i made into an edit poly, not sure if this could also be the reason for it acting weird.

 


Attached Files:

>Capture3.PNG (553557 bytes),

If you send us the scene I can take a look into it. Update it somewhere and send us a download link using the contact page. Don't forget to include a link to this thread for context. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you so much, I just sent it in.

Push Away from Surface appears to work as expected. You may see issues in open areas like the eye sockets thought. 

I think in general the problem is the groom. Once you finish the groom, with a proper distribution map and parting, the hair interpolation will look better and Push Away from Surface will do a better job. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you, much appreciated! However I painted a distribution map and I'm getting no different results, maybe I did it wrong?


Attached Files:

>Capture.PNG (182330 bytes), >Capture2.PNG (729024 bytes),

How does it looks without Push Away From Surface?

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Same as it did beforehand as if nothing changed


Attached Files:

>Capture3.PNG (680936 bytes),

In the second image I can see the hair strands colliding as expected:

See how they are colliding with the face. 

 

Compared to what you get without Push Away from Surface:

 

The hair strands are already on the face, so Push Away From Surface is pushing them to the front of the face. That's what it is supposed to be.

Can you describe the results that you expect? Maybe I can help you more if I understand what is your final goal. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Yeah I can see push away from mesh is working as it should, (There's some hair thats kind of acting weirdly with the eyelash mesh but Im sure thats because of th mesh it self) My apoligies, my issue is that Despite having a distribution map now (and I tried it with autopart as well the hair strands keep falling over the face instead of having it like a side part like how I did the the guides. I've tried to utilize the differnt root distribution and interpolation settings as well but for some reason hair keeps interpolating towards the front of her face.


Attached Files:

>Capture4.PNG (289475 bytes),