force_table_of_contents #
Prepares curves to be used with a hair simulation and guide deformation system. These curves’ start should be near the skin mesh. Any attributes that are missing will be created.
Segment Length #
Curve segment length is very important for detail, but too much detail can makesimulations unstable and extremely heavy and slow. Use the Segment Length parameter to override the segment length for the deformation groom.
Curve Adjustments #
Sometimes groom curves don’t match up with the mesh perfectly. This node can make adjustments to the curves to reattach them to the surface. However, keep in mind that this can make subtle adjustments to the silhouette of a character, so take care when applying curve adjustments. By default, no curve adjustment will occur.
Optionally, roots may be adjusted to attach to the Open Subdivision limit surface for more accurate root placement.
This should be disabled if you are expecting the subivision limit surface offset to be calculated and applied separately, such as through the Yeti procedural.
Curve Adjustment Options #
None: No adjustments will occur. Move Root to Surface: Move the root point to the surface, leaving the rest of the hair as it was. Offset Whole Curve: Apply the root offset to the entire curve. Blend Whole Curve Offset: Apply the whole curve offset at the root, blending to the original curve at the tip.
Keep Curve Length #
After making adjustments to the curve, the curve length may not be the same as how it was originally groomed. This is typically a problem when we adjust the root without the tip or we apply skin collisions.
Typically, we want to trim/extend curves sothat the curves are the same length as how it was groomed.
Rebuild Curves #
After curves are adjusted or trimmed, the segment length may not be even between each point, which can result in unfortunate simulation artifacts.
After the curve is rebuilt, the original attributes will be interpolated from the source curves onto the new ones.
Mesh Collision #
Sometimes curves will be authored in such a way that they penetrate the mesh. This is especially problematic for curves authored by third parties or when we want to use a mesh variation with the same groom.
Attributes #
Disable Root Collisions #
The roots will be lying directly on the skin surface and can cause some energy to enter the system if a collision is detected with the skin upon which it lies. Enable this option to disable root point collisions with colliders.
Skin Attributes #
Any attribute here will be transferred from point, vertex, or prim to the output curves.
This defaults to uv, so shaders can pick up surfacing colors of the skin, for situations like a cow’s black and white patches.
If N is included, but N is not explicitly present on the incoming mesh, it will be calcuated.