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
>>
>
>

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