I know that I can use no interpolation and get the hair to split around the shoulder. But how can I do it while also maintaining hair interpolation globally? The hairstyle looks like garbage without interpolation. Should the interpolation be smart enough to to have some kind of tolerance for a certain distance between guides that separates the hairs, so it can go around objects?
Thanks for that...I understand the basic idea, but I couldn't make it work. I attached a scene with simple dummy objects representing the head and shoulders. When the guides are simulated, they go around the shoulder, but the hair stays interpolated between them. When I assign groups to different guides, no interpolation changes. But do you see what I'm talking about? The guides simulate around the shoulder, but the hair is still intrepolated between the guides.
Interesting, now I understand what you are trying to do. Let me investigate this and I will get back to you with my conclusions. Thank you for the scene.
In this case the only way that I found to do this is adding more guides to better separate the interpolation in the particular area where you want the hair to be parted, then use parting by groups like in the video. Or, adding Moov above HFG so it will interpolate all the hairs without interpolation.
Thanks. I also discovered the auto part feature and it kind of works, but it's still not ideal. Ephere should really take a look at this. I think the best solution would be to come up with an interpolation that keeps the upper part of the hair interpolated, but anything on the ends could easily split so it can go around objects properly.