gitarrenvogel wrote:Hey, I have a few more questions. When I freeze a hair-pointcloud, how can I restick the hair to the geometry? I don't quite understand the "stick roots" and "stick roots and strands" - compounds. Are they, what I'm looking for?
And I'm wondering, whats the problem with quad-meshes. You wrote, that we should use triangles for emitters but it also worked on quads - what are the limitations with using them?
freezing the point cloud : I never tried this. Don't know what happens with custom attributes in this case. I'm afraid, if custom attribute disappears, leaving only the 'ordinary' strand position, system will be dead, then.
Don't forget, that ICE likes to keep the custom attribute during SI session, even this attribute is not used. But, on saving the scene, I think there's cleanup. So, final result is what you have on re-load.
'stick roots' or 'stick strands'. As version 3 does planar interpolation in triangle, if you want roots to exactly follow some underlying surface, these two are here to provide this additional correction, on price of additional calculation. Nothing more than that. Personally, never used these two.
triangles, quads: in case of quads, it will work, but hair filler won't fill quads evenly. You'll see something like some hair disease. Interpolation into area of triangle, it's only planar interpolation, enough robust to hold all deformations, coming later. If quad or more will be introduced, this will introduce a chain of rules for modifiers.
For small example, I have version of hair filler, which does rounded interpolation, relative to triangle ( not on root, only later on strands). But, in order to work properly, it needs three strand segments to be aligned, perpendicularly to average tangent of three strands. Even it's not big deal to do, it needs more complex modifiers. As well as arbitrary decision how and where to blend the interpolations (that is, even more options in PPGs).
In short, I'll stay with triangles, with as much equal proportion ( all three angles the same).