Hello Izze,izze wrote:Hey Mathaeus,
Can I ask you about fur vector by null? I have been creating my null vector field and constraining the nulls to the mesh for animation. Now I have an animation where nulls cross over each other and the influence gets effected. Is there a way to bake or set initial state for vector field on a deformed mesh? Thanks.
well, nulls are supposed to stay around static emitter. After that, everything is deformed later, by "deform hair" node or something else, using deformed copy of emitter mesh. This deformed copy don't need to carry any tangent map, ICE tree or like.
About crossing, there is a bit more precise version of "deform hair" in attachment - this one uses a mix of polygon reference frame and point normal. Should be just a bit slower than original "deform hair" (which uses only polyref frame for delta), but still with nicer interpolation, without effect of faceting - but with a small chance of flipping at very high angle between polygons of deformed mesh. That is, as long the mesh is used for deformation delta, this mesh should be deformed smoothly.
If you want to experiment:
There is also in attach, an example for baking the "vector field" into vertex colors - just in case you want to live without nulls, at some point. Might be faster too. It wants some switching procedure, baking goes to vertex colors of (yet another ...) copy of emitter, using ICE tree on this mesh, then it needs to be frozen. This is, because baking back from point cloud to emitter, is dependency cycle. Then in ICE tree on Point Cloud, you can replace the emitter, also to call vertex colors as vector field. This is a bit old school method, today I think it's possible to use attribute instead of vertex color - but lovely switching procedure is still here. Anyway don't forget to change vertex colors to float (in PPG of vertex colors).
deform hair by orientation