Suffice to say, this looks a tad conspicuous on a character that isn’t being electrocuted. The Curl Hair Curves modifier appears to be the culptrit in this instance, however I have a more complex scene in which Interpolate Hair Curves and Frizz Hair Curves produce the same effect.
IDK whether it’s gonna help you or not, but I’ve just found this one 10-year-old post which describes the similar problem (at least how I understand it):
Thanks for the suggestion, however that fix seems to apply to hair particles (which I’m not having the jittering issue with), whereas I’m using the new hair system and accompanying hair assets.
So … I can reproduce from scratch the bug you have. And I found a weird behavior about it.
If I use multiple geometry nodes like in your example, I get the wobbling effect.
But if I chain the node group in a single geometry node, I get no wobbling effect.
Thanks for the replies. I submitted this as a bug report last night, but apparently this is considered “expected behaviour” when Surface Deform is at the top of the modifier stack (as @MadeWithFeet discovered), and the report was closed.
However, this does nothing to alleviate the problem in my main scene file. In fact it only makes matters worse!
Here’s the Surface Deform modifier at top of stack (technically one down, but the results are the same):
Surface Deform at bottom of stack:
So I’ve reopened the issue, and now I guess I’ll have to try and reduce the original file to something demonstrable without losing the issue at hand. That should keep me busy for a while…
I had actually been using the old particle/hair system, not the new geometry node based hair assets. This node-based hair system was the workaround I needed … no more jittering here-- in my case this worked, thank you!