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Anonymous /3/1014090#1015132
7/13/2025, 11:08:50 AM
>>1015131
No. It's geometry node spaghetti. It's also barely developed at all. It's as performant as Blender typically is, when you generate tens of thousands of curves, and give them a 4 sided profile.

I believe my actual node groups to be fairly efficient. Taking only about 106ms total, in order to generate 17,298 splines in this manner. Though I am only generating the hair within the radius of the guide curves, I'm not generating a full head of hair. Which google tells me that 90,000 hairs is on the sparse side for a human head. I do plan on hitting that target. When the guides and interpolation are done, I'm going to create a "Fill" group, to fill in all the hair that the guides don't directly touch, and have them interpolate automatically to whatever they're nearest. So yeah, with a 90,000 spline target, it's probably going to become slow as fuck.

So far, I find it more intuitive to use. Which is why I'm endeavoring this at all. The guide curves define the shape of the hair, and they don't move when you tweak the mesh. Because it's not UV dependent.
It's probably not going to be a good method for creating real performance hair. Since it's reliant on the randomness of point distribution to establish where the roots of the hair are. And that *does* change when you tweak the mesh. Which isn't an issue when you have tens of thousands of strands, it doesn't matter if the stands move 0.001cm. But if you were to try and work this at a larger scale for say hair cards or something, then it would be really annoying to have the placement of your cards change, every time you tweaked the mesh.