sorry for the confusion. by "strands" and "not using ice" I mean using soft built-in Hair system. On the rendertree, Scalar State set to Barycentric B outputs a normalized length, which I don't want. I've implemented something similar to Leonard's tree in ice, but it really doesn't help, unless there's a way to transfer all the render hairs (not guides) to ice strands. I've tried melena and it works great, except there's a 1 million hairs limit, plus it keeps a live link with the original hair that hurts performance badly (It was not designed to work this way I believe). Maybe I'll have to dig into c++ and use the render hair accessor to bake xsi hair into a new pointcloud and do the gradient math on the icetree.
2013/8/16 Alan Fregtman <[email protected]> > Looks like the moderator approved it... twice. > > > > On Thu, Aug 15, 2013 at 11:07 PM, Leonard Koch > <[email protected]>wrote: > >> Hey, >> >> I think you'll need ICE to do this. Here is an image of a setup which >> should accomplish what you are after: >> https://leonard-koch.squarespace.com/s/StrandLengthInRenderTree.jpg >> > >

