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Ornatrix hair preparing instances
Ornatrix hair preparing instances








Guide curve vertices that does not get a ray hit from growth mesh surface can inherit normal vector from the closest guide curve vertex that got a ray hit (YELLOW). This is very important for creating hair cards for real time graphics/games. This normal vector is not used for shading, but for aligning tilt/twist of instances to the growth mesh surface. Transfer normal vector from growth mesh surface (CYAN) to guide curve vertices. We should check with Lucke (JacquesLucke), since he is working on particle nodes and physics. Perhaps this could be integrated somehow with particle nodes? See example of simulation influence node in T78515: Hair object - Node types design. I don’t currently have a strong opinion about where to place simulation related controls/UI. See design task T78515: Hair object - Node types design for more info regarding hair object node design This is a slot that referers to the node tree containing the nodes for creating and deforming the instanced hair curves. This is the mesh that the guide curves are attached to. The guide curves are sourced into the node tree graph via an input node.

ornatrix hair preparing instances ornatrix hair preparing instances

Guide curves are the curves are what the user grooms with the particle brush. On the same hair object there can be multiple guide curves ("eyebrows", "hair", "eyelashes" etc).

ornatrix hair preparing instances

This is a list of guides in the hair object. IMPORTANT: Please note that this document is subject to change and will most likely not represent the final product of the new hair object in Blender










Ornatrix hair preparing instances