Summary

Title:Push Away from Mesh Spring back
Category:Crash/Critical
Status:Fixed
Posted By:Rectro ( Daniel Ripley )
Date Created:4 April 2020

Problem

Description:

The Spring back issue is still happening.  Push away from mesh will spring back the hair from the tips, see video.

237kAc0VCTI

 

Steps to Reproduce:

Hi Daniel,

Please post a link to the video. I can't reproduce it. It looks like a picture. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi

The above was a postd link, seems the youtube function on this forum dont work? I also uploaded a file too.  Il upload it agan.

https://youtu.be/237kAc0VCTI

 

Thanks, Dan


Attached Files:

>Ornatrix-C4D-1-0-3-22998+push+away+issue.c4d (788897 bytes),

My Web Site -  ArtStation

Using the same scene file, but in Ornatrix-C4D-1-0-4-23231 I get the following results.  It seems this is connected to using selection sets.  There is a improvement in this version.

 


Attached Files:
Image 1

My Web Site -  ArtStation

Thank you for the file and video. I can reproduce it. We are looking into it. I will keep you posted. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thanks for the regular updates, Ornatrix is getting more and more refined.

 

With version 1.5 out Iv re-ran the test and the results are exactly the same to the last 1.4 version and I think I know why.

As with the scene I added, and even a new scene I made I was using selection sets, and in both cases, this selection sets where for a small area or loop close to the roots.  I think and only you would know this that the selection sets are being treated as the only viable area to Ornatrix, not the entire mesh regarding collisions in which case the push away command is pushing away from a strip of mesh rather than the whole head.  When I use the Push Away from Mesh operator I get the same bad result until I untick the collide with distribution mesh option and add the whole mesh.

 

The solution would be for the Push Away command to look at the whole mesh not just the selection set area.

 

Dan

 

 


Attached Files:
Image 1

My Web Site -  ArtStation

You are correct about how Push Away From Surface work. I missed that for some reason but I think I covered that in my stream. So yes, Push Away From Surface (the command and the operator) will act on the dependency mesh ( whatever polygons are selected for root generation/distribution ). It works this way, as explained in the docs, because each operator generate some data and passes it to the next operator in the stack. In this case, Guides from Surface reads the distribution area and passes it to Edit Guides to run the Push Way from Surface command and to Push Away from Surface the operator ( Passing the whole mesh instead of only the distribution area would affect performance, but we will discuss this ). In your case you can use Push Away from Surface operator and select the object as external collision mesh, then turn OFF Collide With Disitribution Mesh as I did in my stream. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)