Posted by: | hqhempen | |
Data created: | 4 October 2022 |
Not referring to mesh necessarily, but just want to add more points in a hair / guide so it doesnt bend at such polygon-looking angles. I know this is a basic setting I'm just overlooking it, RootVertexCount adds in what I need but then hair is too stiff and no amount of gravity will bend it nicely as it was before. Basically like how in C4D you can add more points into a uniform spline to make it bend smoother, that's what I'm trying to figure out? | |
4 October 2022
#31890 | |
5 October 2022
#31895 | |
Thanks! It definitely helps, I'm trying to utilize it in some moov physics and I think I've figured out theres a better optimized order for moov to be in for the heirarchy object list in C4D. Image attached shows where I've put it in the list. Is that the correct order or where might Ortnatrix documentation talk about heirarchy for best results? Still isn't perfect, and somehow the RootVertexCount really affects the stiffness even when stiffness values are very bendy so I'm definitely missing something in understanding. | |
5 October 2022
#31896 | |
5 October 2022
#31899 | |
And actually feel free to put this question lower on your priority my other thread is more important for now. | |
7 October 2022
#31921 | |
This link explains how the data is passed from one modifier to another. That said, is really simple: Each modifier modifies the data and pass the modified data to the next modifier in the stack, and so on. Read the docs linked above to understand how to optimize your hair stack. I suggest adding any fine details after you add the simulation. Why? If you try to simulate very detailed hair(many hair strands with many strand points) it will be slower than simulating just the guides for example and adding any additional effects after that. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |