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Animating Hair with Material Displacement Channel’s Noise Texture – problem with hair styles based on Splines
Hello,
I am working on character hair and fur animation.
I drive the outfit’s fur animation only by using the Hair Material Displacement Channel, specifically in the Advanced part, I use the Texture field – an animated Turbulence Displacement Noise. The Hair object Dynamics are turned off. The outfit’s fur is created with Hair Objects linked to the outfit mesh. So far so good.
My problem: the hair style of the character is based on Splines. The same technique, using the Hair Material’s Displacement Channel + an animated noise in the Texture field, doesn’t work at all, the hairs do not move. My understanding is, the linked Splines have no UV information and thus the Texture field is ignored.
Basically the Displacement Channel animation seems to work only on Hair Objects that have Guides with Roots set to Polygon.
How can I fix this?
1) Can I add UV information to Splines / the hair (Hair Object > Advanced Tab has a UV Tag field, but just dragging some UV Tag from another object there doesn’t work)?
2) Can I re-root the Spline based Hair guides, to a mesh with UV information? I need to make this process quick and easy as I will use it a lot in my project. But how to keep the exact look of the hair = have the guides roots stay in place and keep their shape and the Hair grow at the same place?
I have tried:
– Guides Tab, Editing > Store
– Clear the link object (the Hair Guides become Un-rooted)
– re-linking the Hair to a helper sphere polygon object
– select Guides Roots to Polygon, Hair Roots to Auto
– Guides Tab, Editing > restore
= the hair animation works, the guides look as the original Splines, BUT the hair actually grows on the sphere.Now I need the last step – make the hair actually grow along the guides, or the original splines.