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Geser
05-22-2006, 09:23 PM
Hello!
I have done object and make it collide with hairs. But hairs intersect it and go into it's volume even if I rize tesselation factor in the geoConnector attributes. Also even if I rize this factor - I don't see that it would become more difficult to calculate the simulation. How i can improve quality of collision detection?
Help needed!

tpalamar
05-23-2006, 12:59 AM
First what type of surface is your collision object? The tessellation factor will not affect polys. I would recommend using collision spheres or cubes. They are constraints under the hair menu. Maya creates implicit surfaces for both of these. The collision detection is far more accurate. They are also a lot cheaper to use. You will need to use more than one for complex surfaces. If these won't work for you current situation then you will have to raise your polygon geometry or create a dummy NURBS surface and have the hair collide against it. You can use the tessellation factor with NURBS.

Geser
05-23-2006, 05:48 AM
Thank you for the explanation! Actually I used reduced poly model. Ok, later i will try subdives or nurbs. I hope to have hairs accurately falling onto detailed surface, so i still try to have reduced variant of surface as a collision object. :)

yenvalmar
05-26-2006, 03:50 AM
i guess it depends on your exact situation but usually fairly simple nurbs geometry made to be the same as your original shape (you can extract curves from it and loft them if it really has to be anal) is going to work a lot better with the collisions.. it really works better with nurbs.

Geser
05-31-2006, 06:26 AM
Thank you! It is really interesting. I will try to convert my poly head to nurbs, and if it will not work good, I will do with nurbs simplified head for collision.

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