Blender's node geometry fur.... FUUUUUUUUUUUUUUUUUUUUUU!!!
5 months ago
So, as I mentioned I was working in my Renamon and used hair with node geometry... I groomed her, she looks beautiful, I tried to pose her, and figured out I needed some basic fur simulation (specially in her ruffle) allright... Let's try it...
Wait... WHERE IS THE SIMULATION FOR HAIR WITH NODE GEOMETRY?!?!?! *looks online, unfortunately that isn't implemened* FUUUUUUUUUUUUUUUUUUUUUUUUUU!!!!!!!!!!!!! *Deskflip*
Ok, back to the old particle hair simulation then... Like Ausf E. But heck, that was such a dissapointment!!
I know there are workarounds, and even one plugin which can be used, but it's a PAID one and unfortunately I'm unemployed and can't spend any money whatsoever in these things. (I looked others alternatives... Arr but none are available yet)
Wait... WHERE IS THE SIMULATION FOR HAIR WITH NODE GEOMETRY?!?!?! *looks online, unfortunately that isn't implemened* FUUUUUUUUUUUUUUUUUUUUUUUUUU!!!!!!!!!!!!! *Deskflip*
Ok, back to the old particle hair simulation then... Like Ausf E. But heck, that was such a dissapointment!!
I know there are workarounds, and even one plugin which can be used, but it's a PAID one and unfortunately I'm unemployed and can't spend any money whatsoever in these things. (I looked others alternatives... Arr but none are available yet)
"...you can’t just switch on hair physics for a nodal hair curve the same way you did with the classic particle system.
What users have discovered is that you can still simulate hair motion and dynamics, but it typically requires a workaround. A common approach involves creating a proxy mesh generated from the hair curves. This proxy can then be fed into one of Blender’s existing simulation systems—such as cloth or soft body physics—to drive the motion. Once simulated, the vertex or transformation data from the proxy can be mapped back onto the nodal hair curves to give the impression of realistic hair movement. This method mimics some behaviors of the old system but isn’t a direct, one-to-one replacement for the built-in simulation the hair particle system offered."
* Yeah, often when I'm at a loss I ask chatgpt or grok about a certain theme, however once I get an answer I tell them to give me the sources from where they get the info, then I check the source to find out if what it said it's true or not. OR if I'm doing a research and can't find anything else (like in this case) ask them just to confirm my suspicions.
Btw: Thank you for your comment!
Also, about what you said, yeah, I'm sure, because the node geometry hair isn't affected by the Armature. The "Surface deform" node it's what sticks the hair to the surface (Which in turn the surface can be affected by the armature, but that's another thing). I can say that node geometry fur can work nice with short hair (like short fur) but stuff like her ruffle, or the hair of her tail (which is long and fluffy) wouldn't have any simulation at all (unless you use the above mentioned workarounds). Which is a shame. One of my future projects was placing Renamon sitting in a tall grass field. In a windy day, where the wind also affects her fur, thing is I already have the footage of said tall grass in the windy day. But as far as I can find it doesn't seem possible with the current system...
Sure. I could spend like a couple of weeks or months trying to figure out how to do it, only to find out that Blender implements the new system and all that research would be wasted...
So, eventually I will decided I will settle for a mixed setting, I will keep the short hair as hair node geometry... But use longer hair, like ruffle, tail hair and edge of her ears and "shoulder tips" as particle hair. (NO idea how it will work. But I hope it should look good, while reducing the amount of hair to simulate)