I have seen some tests of the new hair system on the forum but they were all short hair or wild rotating balls.
Up till now my attempts to create long hair for a character ended up with either with hair crossing the head, or hair vibrating and going in all directions. Moreover precise mesh collisions takes way too much processing time.
I found something out today : instead of mesh collision, a spherical repulsion field works fast and much better. (amount=500 -> simulation at 2 frames/second)
I put an empty with a spherical repulsion field with sphere boundaries so that the shape of the field would cover the surface of the cranium. And it works : the hair don’t cross.
Fields can also be used to give a shape to the hair without locking its movement (using softbody “goal” feature would prevent the hair from moving freely).In this example I used a spherical attraction field (a spherical field with negative strength) to make the bottom of the hair bend towards the neck.
>The test (Google Video)<
(for some unknown reason, sometimes google says the video can’t be found. Maybe because I just uploaded it, I don’t know. If it happens try to refresh.)