A question about clumping and physics

 
 
 
Posted by:adrencg
Data created:14 June 2021

Why do clumps seem to cross over to other guides when simulating with Moov? Is it a bug, or something I've done wrong? I tried putting the clump modifier in different areas of the stack, but i still get clumping ends which go from their original guide to another random guide during sim.

Actually I just found that my clumping crosses over before simulating also. I think it may be something I'm doing wrong in regard to clumping combined with styling.

It depends how you are generatinng the clumps. There are several options to prevent this:

  • Enable Respect Hair Parts.
  • Enable Add Clump Index Channel if you are adding sub-clumps and add it to the Region channel in the clumper that is generating the sub-clumps. 

 

 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Respect hair parts didn't do anything.

 

I attached a scene and pic to see if you can tell why I can't use clumping with dynamics. If you just simulate the scene you'll see what's happening with the clumps causing the hair to get draged through the cylinder that's passing through it.

 

I want the hair too look the way it does in the first pic, but have the collision correctness of the second pic. Thanks for taking a look. I have a feeling its something I have in the wrong order.

 

By the way, I'm using "no interpolation" because while interpolated looks much better, it just doesn't work so well for split collision with shoulders.


Attached Files:
Image 1Image 2
>ornatrix+clumping+sample.c4d (1175671 bytes),