| Interesting concept. So, essentially, it allows multiple hairs to grow from the same root/spot? Would that happen randomly, randomness controlled with a map? In real life I am not sure this happens too often though. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| I'm thinking of it as a seperate modifier that could work as a mulitplier where you could specify one to X number of hairs per follice. Then you could control the randomness either with a seed, a map, both together, or disable randomness completely. There would probably also have to a control for how much the hairs seperate at the tip. Check out the Multi Strand Parameters in the Hair and Fur WSM. That pretty much sums up what I have in mind. It might not be common but I know it really helped fill in the look of the hair. |
| Actually with animal fur, it is quite common to have hair grow like that. M |
| Hair and Fur has it, and in Hairfarm its the ''Wisps'' modifier , it can add realism and lots of variation, creates also clusters of hairs please add a similar feature in OX! thank you |
| Is it mostly used used for fur? In which cases would this be used over normal clustering modifier? Would it be better to be implemented as a separate modifier or built into hair from guides modifier? Thank you. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Yes mostly used for animal fur, creates additional chaos, randomness, and avoid this “spiky” look A separate modifier sounds better, its actually like Hair from guides or better Hair from Hair, but with options like, how far from the root ( radius) and the tip, twist, length variation etc It usually goes on top of everything, after cluster, frizz etc thank you |
| that is a great thing to have. Also useful for some types of carpets, and idneed animal fur, jerseys etc etc. Super useful, ideally it would be as a modifier, with options for number of hairs x hair, base and tip radius, etc, all of those with a Variation value to randomize. |