It should be random, unless GN does something else internally.
If using Poisson disk and the min distance is several times bigger than object size,then it will look kinda even.I am not sure if it is the case in real hairs.I did some search,the average distance between follicular units is 1 mm and hair diameter is ranging from 17 Îźm to 181 Îźm.So poisson disk may the way.
I will see how much of a performance impact Poisson disk has. It shouldnât be much as there are other factors bottle necking the speed.
I have mixed feelings about curves. Mostly because is a bit of negleted in terms of modifiers and capabilities. Instead I prefer working with pure meshes, because they are more robust to handle. I wonder if for example you have mesh lines instead of curves, perhaps using the skin mesh modifier to make it fat as well.
In my demo file I am using mesh lines, just because I personally find them easier to work with. But that also has a drawback because meshes do not have any directionality. So you have to do some extra work and add a GN modifer which automatically reverses the curves based on something like average tangent direction.
Good idea.
Question for somebody who is experienced in XGen, Houdini or even Blender grooming- how much time would a simple hair style like this take to model?
by layers, or all in one? i have seen people using curves as guides for that kind of hairstyle
Whatever takes the minimum time.
A few minutes maybe to make a rough shape
Which software? Because I canât imagine that in Blender. I am just trying to sort out the grooming workflow.
Maya xgen, in blender youâll have to use many group due to the bad interpolation effect.(But the polishing part actually takes most of the time)
I would imagine simple children would be good enough for the job. In the example also the hairs only start at the front.
Itâs ok to use simple,but that will require more guides with small radius if you want to get a good shape.
Like this https://www.youtube.com/watch?v=wbYok2Z3t-o I used extremely large amount of hair guides.
Would you consider the example polished? I wouldnât personally because there is only 1 layer and no stray strands (although they would be pretty easy to do)
Itâs quite subjective,I personally think itâs fine,though hairmakers always spend much time to adjust guides to get a slight different look.
Ok thanks for all the information. I will look into the workflow of other software. This example in particular has 14 guides for the head and 14 for the pony tail and took about 15 minutes to make.
Thatâs pretty quick compare to the old particle system.I believe the workflow is basically the same as long as there is a usable interpolation.Making hair is mostly about how to get hair guides.
Using meshes as guides has the advantage that you can you can use whatever method you like to get to the final result. Here I literally took a sphere and deleted itâs lower half to make the head hair
Thatâs actually a common way of creating hair guide.