How do I create one hair system with multiple lengths of hair scattered over the same area?
For example the majority of hair is good at length 2, but I want to have a shorter, thinner distribution of hair around the edges where it merges into the skin. Using maps to make the hair thinner and shorter doesn't achieve the desired look, this needs to be a separate distribution using the same strands.
You can create an strand group in the EditGuides Operator with the hair you want to be shorter, then use the Lenght Operator to control the lenght of those strands. Here is a tutorial about strand groups:
Also, you can try using two hair systems on the same scalp. let me know if that works for you.
sorry, that's not what I want. I have watched this video a few times now but I want long hair and short hair from the same strands, otherwise I have to build a separate hair system - and then simulate two separate dynamics. I could be still missing something but I reckon you need a group/channel attribute in the HairFromGuides node so you can have two length operators in the stack that affect the hair, not the strands. Alternately have a length attribute in the HairFromGuides operator.
Most animal fur has longer (up to 3 times longer) hairs scattered throughout the pelt, also peach fuzzy, short fur around noses, ears etc. is difficult to reproduce without creating a separate HairFromGuides. At the moment there is no way to differentiate one from the other in the same stack.
yes, wrong - that is one hair length, I want short hair and long hair from the same strand.
Essentially the only way I can tell how to do this is to create a second bunch of strands and shorten them, give them a channel value and use that channel to distribute the shorter (or longer) hair. this is a lot of manual work that gets really messy very quickly.
no you're controlling different sections of the groom, group 1 long, group 2 short - different strands have different values, therefore apply different lengths. I want the same strand to have hair at density 100, length 1 AND density 2 length 3, this will scatter longer fur all throughout the whole groom without requiring different groups. The only way to achieve this at the moment is to duplicate the strands and give the duplicates a different channel or group value, this seems quite redundant and difficult to manage. I tried using the Multiplier node but you can't automatically assign the duplicates a channel/group value.
I'll make a graphic or video to illustrate what i mean if that is still not clear.
Apologies for using a competing hair product but it was the easiest way to describe what I am trying to achieve. There are two "HairFromGuides" equivalent nodes which have their own specific length nodes, they get merged together and they both react to the modification of the guides, one simulation will move both lengths of distributed hair. At the moment the only way i can see to do this in Ornatrix is to have two completely seperate stacks.
I think your best options are use maps to achieve this effect, also I think you should not have any problem using more than one stack/hair system for one scalp.
You can paint a map of where the hair merges into the skin and use it with the Length operator - Value multiplier, and the same for the Rendersetting operator to control the thickness.
Another thing is, using the same scalp to generate several layers of hair is a good solution and is the one I use. You should give it a try.