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Spunj

Hair Dynamics different in render than viewport

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Check the guide subdivisions and display settings as well as the sim settings for hair-to-hair collisions. That's similar to other stuff like metaballs etc. when you have different settings for editor and renderer.

 

Mylenium

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Yeah. When I cache it is the same whacky motion in the viewport as the render. So it is definitely something like Mylenium is talking about. The problem is I can't seem to figure out where the differences are. I tried changing a lot of options with no results. I ended up using rest mix to tone down the whackiness but still have a bit of motion in the tassels. Worked fine, but obviously not ideal.

 

Thanks!

 

 

-Spunj

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maybe share a file with just one hat? i can have a look at it.

 

Once I'm done all the craziness of broadcast prep and deliveries and what not, I'll look more into this problem and upload a file for you to look at. Thanks vozzz! I was also trying to figure out how to do legit dynamics using the string and tassle. But it seems like springs are the only way to connect the tassle to the point on the cap (other than what I imagine is some complicated Xpresso, which makes the tassle want to hang directly under the cap.

 

The only other way I thought might work is to make an actual dynamic chain, and then put a null in each link and use the tracer to form a spline down the chain, which would then be sweeped. Although I imagine this is completely convoluted and easier using Xpresso, even though I am pretty lost in Xpresso other than some basics.

 

 

-Spunj

Edited by Spunj

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