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Overlap experiments


vi363R

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YES YES YES! 🙂

Finally found a way to get rid of the boldness on the scalp between different hair groups... OMG this took me ages to find out. so simple but some preparation required on the emitter meshes..

this opens opportunities for a next level of hairworks. 

Screenshot 2022-04-29 113729.png

Screenshot 2022-04-29 113745.png

Screenshot 2022-04-29 113707.png

screenshot_22_04_29 11_30_33.jpg

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Wow!

To say that it looks promising would be an understatement at best.

Good job!

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I am confused.  What exactly did you do?  Would you please give some explanation in detail?

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vi363R

Posted (edited)

1 hour ago, drmls said:

I am confused.  What exactly did you do?  Would you please give some explanation in detail?

Hi drmls,

Create 2 particle systems (PS),

  • 1 PS with the left side of the head and a line just on the right, close to the top (first screenshot) , and
  • 1 PS with the right side of the head and a line just to the left (third screenshot)

During the combing of the right and left PS to their own side, these 2 lines will overlap and hide the intersections between the particle systems (second and last screenshot)

Not creating these ungrouped lines between the vertex groups will generate children hairs with wrong interpolations, which are impossible to control properly with the hair works settings in the game. Only increasing the clump scale makes the hair behave in that case but this has unwanted side effects.. (hair roots clumping together as the name suggests)

Hope this helps

if you're interested, I can send you the blender file

Edited by vi363R
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1 hour ago, vi363R said:

Hi drmls,

Create 2 particle systems (PS),

  • 1 PS with the left side of the head and a line just on the right, close to the top (first screenshot) , and
  • 1 PS with the right side of the head and a line just to the left (third screenshot)

During the combing of the right and left PS to their own side, these 2 lines will overlap and hide the intersections between the particle systems (second and last screenshot)

Not creating these ungrouped lines between the vertex groups will generate children hairs with wrong interpolations, which are impossible to control properly with the hair works settings in the game. Only increasing the clump scale makes the hair behave in that case but this has unwanted side effects.. (hair roots clumping together as the name suggests)

Hope this helps

if you're interested, I can send you the blender file

Thank you.  Yes, I am interested. 

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Me too. I always wanted to create some hairworks. Can you send me a blender file as well?

Also, do you think it would be possible to edit the existing hairworks styles?

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6 hours ago, amaronap said:

Me too. I always wanted to create some hairworks. Can you send me a blender file as well?

Also, do you think it would be possible to edit the existing hairworks styles?

Hi, I'll upload a blender template file later on.

Editing existing hairworks I'm afraid is limited to playing with the settings in GUI and pass files (length/density/waviness/etc).. going back from *.apx files to blender and editing is not possible as far as I'm concerned. anyway, once the styling is started even in blender, it's not possible anymore to make any edits to the particle systems or meshes.

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@amaronap@drmls check out below link for the blender file. use blender 3.0.1 or later. Goof luck, I'm looking forward to your designs! 😉

 

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