Hair cards clipping problem

TEST SCENE 10510-0539.mkv (1.1 MB)
I have a hair particle system setup to render as objects. the object set to be rendered is a hair card with a feather texture. This problem occurs whenever the mesh moves. Is it from clipping and if so how could I solve it?

Could converting to mesh fix this?

It might help, but only if it’s rigged in a specific way. If the bird and fefathers are both rigged using the “mesh deform” modifier, both can share the exact same weights and move as a single mass. There could still be a little bit of clipping because of mismatched vertices between the two though.

There is and other possible solution I can think of. Leave it as a particle system, but give the feather card a slightly curved shape, so the clipping cannot cause the whole feather to pass through an other all at once.

An other even more advanced version of this idea: instead of using cards with a transparent texture, you make an actual 3D model of a feather. You give that feather some actual depth and fluff, that way clipping won’t be as sudden and noticeable than with a 2D plane. The feathers on a bird’s body tend to be a bit fluffy unlike the big ones on the wings, so this just might look convicing.

Here is a quick mockup of what I mean, made using a hair system converted to polygons.

I have to point out that making a feather with this many polygons would be more suited with Cycles, as it takes instanced polygons really well. If you are in Eevee, a full 3D feather would be better made using multiple layers of hair cards with transparent textures.