Ability to set the number of points separately for physical simulation

 
 
 
Posted by:britva_27
Data created:11 November 2022

I noticed that in the ornatrix the simulation of physics would work normally, it is necessary to have from 8 to 16 points per hair. if you have more, they begin to fall apart or float like in water.
Often for long hair, this amount is not enough for a normal shape (especially at the hair root where the main direction of the hair is formed), even if you add a detail operator and increase the number of points in it. The built-in hair tool in cinema 4d has the ability to separately set the number of points that are used in the simulation.


Attached Files:

>2022-11-11+12-38-34.mp4 (11724119 bytes),

Can you record a video showing the issue with Ornatrix? 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi. No, I mean that it is like a new feature that can help simulate hairs with less computing power. I drop an example of how it works in the native cinema 4d hair system.

If you show me how the lack of this feature in Ornatrix affects the simulation I will be able to understand the issue better and try to find the best way to implement a solution, or even see if Ornatrix already have something similar implemented. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

I think it is possible to use the Detail operator to increase strand detail after it has been animated by Moov at a lower point count (i.e. generate the initial hair with a low point count, apply Moov and simulate, then apply Detail on top of Moov and use it to increase the point count).

But in general, I think Moov should be able to handle larger point counts too, so yes, an example scene showing how increasing the point count breaks the simulation would be useful.

 

Ivan Kolev (Software Developer, EPHERE Inc.)

E-mail: ivan.kolev at ephere dot com

Discord: ikolev