Hair spawning in a strange place

 
 
 
Posted by:jtannady
Data created:15 July 2016

I tried to create hair using the paint selection tool, but for some reason, this one strand always appears right at the bottom of my sphere. I didn't paint there at all and I have no idea how to get rid of it or why it's happening.

http://imgur.com/O20l9xU

I will give this a try, just wanted to note that you're posting in the wrong forum. This is Ornatrix for 3dsmax forum, this is the Maya one:

https://ephere.com/plugins/autodesk/maya/ornatrix/forums/general/

Marsel Khadiyev (Software Developer, EPHERE Inc.)

Thank you for letting me know, Marsel! Please let me know if you've figured it out.

Just an update, I find this happening as well when I use more complex meshes (shown here http://imgur.com/8dcM9U4). In this screenshot, I selected points on the head but it looks like hairs are appearing everywhere BUT the head!

Right before this happened, I received the following in my Output Window.

Ornatrix Error: Assert failed: status: (kFailure): Unexpected Internal Failure
Stack trace:
initializePlugin
initializePlugin
initializePlugin
initializePlugin
initializePlugin
initializePlugin
initializePlugin
THcommandObject::doIt
TmetaCommand::doCommand
Tjournal::operator=
setMelGlobalStackLevelPtr
TmelVariableList::`default constructor closure'
TmelVariableList::`default constructor closure'
setMelGlobalStackLevelPtr
TmelVariableList::`default constructor closure'
TmelVariableList::`default constructor closure'
SophiaExecutable::evaluate
TcommandEngine::executeCommand
TscriptAction::execute
QmayaQtHelper::executeCommandScript
QmayaIconTextButton::executeSingleClickCommand
QmayaIconTextButton::mouseReleaseEvent
QWidget::event
QApplicationPrivate::notify_helper
QApplication::notify
TscriptAction::languageContext
QCoreApplication::notifyInternal
QApplicationPrivate::sendMouseEvent
QScrollBar::trUtf8
QApplication::winMouseButtonUp
DispatchMessageW
DispatchMessageW
QEventDispatcherWin32::processEvents
QApplicationPrivate::openPopup
QEventLoop::exec
QCoreApplication::exec
Tapplication::start
Tapplication::start
TiteratorWrapperBidir<TscenePartitions::ConstIteratorDescriptor,TiteratorWrapper<TscenePartitions::ConstIteratorDescriptor> >::operator=
TiteratorWrapperBidir<TscenePartitions::ConstIteratorDescriptor,TiteratorWrapper<TscenePartitions::ConstIteratorDescriptor> >::operator=

Thanks for the report, the error should be fixed in the next build.

As for the stray strands, I could not reproduce that problem with the simple workflow "select some vertices, add hair groom to selection". Can you please describe your hair planting process?

Ivan Kolev (Software Developer, EPHERE Inc.)

E-mail: ivan.kolev at ephere dot com

Discord: ikolev

Sure! I tried to follow a tutorial. I started off by using the Paint Selection Tool on a sphere. Then I used the Add Hair to Selection button, selecting Fur Ball. Hair appears at the bottom of the sphere, even though nothing at the bottom of the sphere was highlighted. It also looks like that strand was created at the bottom of the sphere (so it's not a hair created at the top of the sphere that's simply pointing in the wrong direction).

Reference: http://imgur.com/Mp4K6My

Here is the same sphere under different distributions. It looks like that stray strand doesn't appear on Uniform Distribution.

http://imgur.com/hILKy8u

 

EDIT: Stray strands appear at the bottom as I increase strand count.

Thank you, I just reproduced it.

Ivan Kolev (Software Developer, EPHERE Inc.)

E-mail: ivan.kolev at ephere dot com

Discord: ikolev

The problem was that we didn't handle properly component selections of kinds other than face. Vertex indices were used as if they were face indices. This will be fixed for the next build, until then you can avoid it by only adding hair to face selections (doesn't matter if painted or not, the painter is not related).

Ivan Kolev (Software Developer, EPHERE Inc.)

E-mail: ivan.kolev at ephere dot com

Discord: ikolev