February ProgBlog #1

in #aer5 days ago

There is the usual reason for no progblog since the first one of the year, and that was I got stuck.

I needed to comb the hair on the highest multires level (because the render looked completely different to the viewport, which I thought was something to do with hair settings and didn't realise the levels would make that substantial a difference) and I'm not sure if multires and curve hairs play well together as combing was really quick and easy at level 0 but at level 3 it's jittery and unpredictable and often moves in at least the opposite if not some random direction (it's not laggy at all, just unpredictable and makes an already tedious process extremely unnecessarily aggravating). I got really mad and deleted the hair node group modifier thingies I'd put on it earlier and shoved the Surface Deform node back to the top which has helped a bit, as in it's not jittering randomly or pretending there's some kind of force field active and it doesn't keep flying off in random directions instead of going in the direction I'm pushing it.

https://technonaturalist.net/blog/2025/02/february-progblog-1/blender-curve-hair-tangled-mess_hu_ccd4442dcca697b.webp

I did find out through sheer irritation that disabling the Surface Deform modifier for the viewport helped fractionally (it would still sometimes want to fly off in the opposite direction to what I was trying for but it was at least doing it without jittering). And it was great til I had to turn it back on and some of the hairs decided they were going to do whatever they felt like again. And also I don't understand how anything is affecting anything else as it seems that the curves I select to manipulate somehow affect unselected ones so it's basically behaving very accurately like unnecessarily frustrating long hair.

I'm not sure how long I'm going to be at this before it just does what I want it to do.

This post also appears on my blog.

Apparently I forgot to post this one here, though it is a very forgettable post.

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