Xgen Interactive Groom- Bald Spots when Combing?

dangertaz1
Advocate

Xgen Interactive Groom- Bald Spots when Combing?

dangertaz1
Advocate
Advocate

I'm using the Comb brush on my interactive groom....but there are patches that always look bald.  I think the comb is pushing the hair splines into the mesh and they are getting stuck.

Capture.PNG

 I believe one workaround using the traditional Xgen groom is to drag an elevation brush around to lift the hairs up.  But that tool is not available for Interactive groom.

 

How do I fix these bald areas when I use the Comb brush?

 

Scene attached.

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Michael_Todd
Alumni
Alumni

Try tuning off the mesh collision on the brush (it needs improvement) and use the grab brush to pull the hairs back out. Also, when using the comb brush, you might want to turn on root to tip falloff without collisionRoot2tip.png

 

You might also want to try adjusting the back face filtering settings

 

cheers



Michael Todd

XGen Product Owner and Designer

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Michael_Todd
Alumni
Alumni
Accepted solution

Back Face filtering settings:

 

BackFaceFiletering3.gif

 

 

 

 

 

 



Michael Todd

XGen Product Owner and Designer

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dangertaz1
Advocate
Advocate

I need to modify the topology of my critter- adding a few new edge loops, retoping the nose which means making new polyfaces.

 

When I transfer the groom to my new mesh, it's missing fur and groom in the new faces.  I've also tried loading the previous groom as a preset but the problem persists.  

 

I'd hate to have to re-groom from scratch every time I add or remove polyfaces....is there anything I can do?

 

Thanks again!

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Michael_Todd
Alumni
Alumni
Accepted solution

Create a new, empty description (density 0)  on the mesh and use the old description (or the transferred description) as an Interp source for the new one.

 

AddSpans_A.pngAddSpans_B.pngAddSpans_C.pngAddSpans_D.pngAddSpans_E.png

 

On the descriptions base node activate the density brush and select the Set operation. Set the density value you want then hit the flood button to increase the density across the mesh using the old description as the interpolation source.

 

AddSpans_E1.pngAddSpans_F.pngAddSpans_G.png

AddedSpansInterp.gif

 

 

 

The new sculpt nodes from the original will be lost, but you can carry on from this point with new ones as well as any other modifiers.

 

We plan to make sure that adding spans will add interpolated hairs automatically in the future..

 

Cheers

 

 

 

 

 

 



Michael Todd

XGen Product Owner and Designer

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dangertaz1
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Advocate

Thanks Mike, I found your solution on another thread as well.  Is it possible to randomize the length of hairs?  I think the Cut modifier does a good job of that in Xgen groomable splines but I can't find an equivalent in Interactive Grooming.  

 

Also, is it possible to change the color of a spline along the length of a hair when using the Arnold Standard Hair shader?

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Michael_Todd
Alumni
Alumni

There is a cut modifier for Interactive grooming as well, and you can use Seexpr to create a random amount to cut via the xgSeExpr node

 

xgSeExpr.png

 

or use regular Noise textures.

 

cheers



Michael Todd

XGen Product Owner and Designer

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