I mean, apart from Joseph Drust, every fibermesh example I see doesn't look quite real.
Don't get me wrong, the renders look great, but there is very little control on the hair style. In a simple google search you can see that most of the short male hair is kind of straw-ish.
I believe I'm using the correct workflow, polygrouping the scalp, working by groups of hair individually, but I can't really figure out how to control the Groom brushes. They always end up giving me a caotic result.
Is anyone there successfully worked and controlled fibermesh?
If not, what are your hairs solutions?
Replies
havn`t made any decent fibermesh hair myself but it should be possible
I believe I'm doing something wrong when using the groom brushes, but I can't really tell what, and can't find info on it...
i`ve experimented with it already and must admit that its hard to handle . but using the polygroups method with polygroup masking on it does become a bit more controllable. i think it mostly comes down to finding the right parameters for the fibers you start out with and try not to make it too big of a chunk to groom at once
Yes it gets quite more controllable , but still... it isn't really the revolution that it seemed to be advertised when it was released.
The only sense I could make of the groom brushes is that they function based on the camera position (just like fiber's gravity and several other attributes).
And not only the front collision tolerance, but by changing the forward propagation you get some nice results.
I guess I'm finally getting somewhere. This one is not a complex hair style, but is good for practicing. Any suggestions to make it more realistic?