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Anonymous /3/1014090#1015304
7/15/2025, 2:08:06 PM
>>1015167
Made some headway on the curve interpolator. In the video, the hair looks extra clumped at the start. That's normally what it looks like without adjustments to the clump dimensions. Just straight cylindrical clumps.
Then I enable the interpolator, and it *mostly* disguises the clumping. It's still a work in progress. But I got the general sketch of the thing down. Working out the issues from here

I broke out my ever handy voronoi triangulation node. I made that thing like 2-3 years ago, and still find it's one of my most useful nodes. It's gotten even better, since I was able to replace a slower component with a simple math node. That optimization made it able to handle a lot more points a lot more quickly. It's still not a lighting fast node though, because it has to do the dirty job of creating hundreds of thousand of new points. Potentially millions. And when you do that, Blender is going to slow down regardless. Still, I'm super happy with the speed increase.

The voronoi node makes it so that points can copy data from other points within its "field of vision" so to speak. Like a convex proximity checker. It looks around for neighboring points, and creates copies with shared indices. I call it a "cloud"

I take the cloud of data, and capture a bunch of attributes, then collapse it back down by deleting the copies. The whole process takes some getting used to. It's fairly convoluted. But with this method, I can mix a bunch of attributes together, and normalize, and have them come out the other end a perfect blend. In theory. I still have to do the math in order to make it perfect. But functionally, it's doable.

Also, I figured out how to prevent curves from interpolating across the parting of hair. A simple trick of getting the dot of the curves normals and the copy curve normals. And any copy with a dot less than 0 gets deleted.

Anyway, I think I'm going to take a break from this for a few days. It's taxing.