Well there are reasons why a mix of these systems should *not* work, flawlessly. Let's say if compound relies on custom attribute, if strand array is defined in specific way, so on.FXDude wrote: Hum Thanks for the info! Are strandLocation locations in world space?
Right now hairs are cloned using your "Splay" node which together with randomized strand Transforms, are then stuck back to the surface with Melena's "move strand to surface" node, allowing to define distance to clone parent in random directions also with curve profile modulation (of wavy progression) along length, so strands can be gathered up towards the tip of parent clones which are mostly themselves clones with 3-4 levels like that making clumps with wide roots made of mini-clumps.
In any event, I'm anxious (and maybe a bit scared ) to put out something to be tried-out!
Factory nodes and kH, are considering the point position as first, root position, I think In Melena, root position is first strand, not point position - mix in this case can cause an offset of root position, or in opposite case of overlap of point position and first strand, result is NaN, which can go without visible problems in some renderers, but also can cause all sort of problems in others.
Regarding kH Splay compound, it's for use exclusively in 'fur mode', offset is along emitter surface, relative to emit location (can do overlap with long, curved hairdo), also it expects deformations to be created only by kH deform hair compound.
I think there are only three kH modifiers, *possibly* able to work without kH emitters and 'form' nodes. They are described here, I added them intentionally for use with another systems.
About 'strand location' - let's say you get it by using 'uv to location' to query the curve or nurbs surface. I think it is in world space. While some factory nodes like 'modulate by null' are in object, point cloud space, so, moving entire point cloud can cause mismatch. That's reason for keeping the point cloud on world space zero, all the time.