Hi all,
just to let you know, I have a new version. This one is designed by following experiences of artists that used compounds for their jobs - all five including me

of them that gave me the usable response. Generally, it's more 'compact', allowing simple ICE trees when you don't want to use simulation. Also, some nice styling features from first version, such as 'loose strands', various randomizing options, are there again.
So what's new:
- much better interpolation, splitting into locks-clumps, multiresolution styling (curled curls). Now it using method described
here, where it creating strand's groups regarding of "discontinuities" in emitter's mesh UVs.
- non-simulated hair can be created from single point cloud with single ICE tree, just as in first version.
- it's possible to create hairs, together with modifiers, over strands generated with factory compounds, using them as a hair guides. That includes a famous 'flow around surface' simulations.
- Fur: complete procedurally generated fur. By mentionig 'fur' I think of strands that takes their orientation from emitter's surface. It also using emitter's UVs as an initial orientation, so you can get something usable in a really short time - of course, everything can be modified later. Strand profile is generated by ICE compounds - something like LM Gradient Hair Comb, but with all tools that ICE allows. All hair modifiers will work with fur too.
- Simple, one-point fur dynamics, that still allows bending of strands.
I expect to release it sometimes around (this

) Christmas - New Year. It will be free. Possibly, I'll add more options to fur, such as taking deformations directly from underlying skeleton, external up vectors, so on. Only factory nodes were used, so it should work nicely with all versions from 7.01 to the last one.
Cheers