Not sure how similar is this to your method, but to summarise I calculate the position of the different points of the curve individually. This allows for true interpolation between the guiding curves. (Not in this file)
Thanks! Would it be fine if I post updates on this topic? Also please don’t refrain from implementing features from my method that you like into your own.
Also,the current interpolation still generates some hairs from each guide(seems to be affected by duplication count),true interpolation(such as 3 point )would be nice.
There is an option for using vertex groups. You could theoritically set the radius to a large value for the effect you want. I will make sure make it an option for future versions
Yes that was intentional for some edge cases. It will not be necessary now.
I am not sure if texture masks would be any more useful than vertex groups in GN, as you are always bound by the mesh density. (As the data is stored by the vertices)
Why would that happen ? mathematically the density of point should be even in a given Y coordinate.(In the case of two curve,the generated curve should be a*curve1+(1-a)*curve2,a is evenly chosen from 0 to 1)
It’s an artifact of the method I am using. I first transfer the position of the guide to scalp and then transfer that to the child curve. Ideally it should have been something like (curve1/distance1 + curve2/distance2 + curve3/distance3…) * sum of all the distances. But I couldn’t find any way to do it without any form of lists.
Ideally for this transfer method all guides should be on the same Polygon.
One Issue with 3 point coordinate method is that there is currently no way of defining the triangles. This will be probably possible if we get some kind of Delaunay Triangulation Texture Node. But then maybe I am just missing something.
The smoothing is proprotional to the (average) number of faces between two adjacent guides. That also means that denser geometry takes longer to evaluate. In my demo file above, the average number of faces between two guides is 1, so it is almost as fast as before.