>>1020363
Alright. I've ironed out a couple things.
-Cleaned up the UV calculation, so it's more reliable, and there's no gaps. I don't know how well it will fair when the base mesh is too complex. Since it's performed by using a couple of shortest path nodes, and juggling numbers. If the path is too complex, then it might trip up and return the wrong numbers and break. But for now, it's reliably works with basic cube shaped topology.
-I figured out how to automate the creation of internet geometry. Now that I don't have to do that manually, it makes editing the base mesh much simpler.
Adding the automatic internal mesh part, increased the time by another 6ms per 1000 curves. Taking it from 12ms to 18.
Then, expanding the test mesh into a full bob cut added a lot more to the time. Resulting in a total of 30ms per 1000 curves.
This isn't bad, because it means it's fast enough to edit in real time without a noticeable slow down.
In the video, I pumped it up to 15,000 curves. That's only 250ms. Still not bad, because again, I'm on my shitty PC. It would be a lot faster on a real machine.
Adding a couple of shape nodes to give the hair texture, and the node to give it geometry, it totals about 420ms. Just under half a second.