Clumping Workspace

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One of the most important parts of realistic creation of hair and fur is simulating the way individual hair strands interact with each other to create hair clumps. 'Garibaldi Express' offers interactive advanced multi layered clumps with full control of amount, strength and style with the simplicity of value sliders and control texture maps.

Almost in all circumstances hair and fur has a natural tendency to stick together to some extent or clump. The majority of these phenomenon can be simulated using the in the garibaldi clumping workspace.

'Garibaldi Express' clumping takes the form of two identical hair deformers that are applied to hair strands sequentially. The first clumping deformer takes the input hair from the interpolated output of the style workspace. The second clumping deformer takes the input hair as the output from the first clumping deformer. The output of the second clumping deformer is shown on the 'Garibaldi Express' preview viewport.

The deformer operates around the principle that a new set of curves is generated by 'Garibaldi Express' and the existing hair strands will be attracted to the nearest of these new curves. The base of the hair strands will attract less and towards the tip of the hair stand more. These new curves used to attract towards in 'Garibaldi Express' are referred to 'Clump Curves' which grow from 'Clump Roots' on the surface of the characters geometry.

Hair strands with no clumping.
'Clump Curves'.
Hair strands with clumping.

Two clumping deformers are provided to allow more complex results. Generally the first clump deformer would be used to provide more sparse clumping and the second more frequent fine clumping. Even on very fine clean human hair some level of frequent fine clumping normally arises.

The Scraggle fractal noise deformers in the Tweak workspace can be used to apply noise to either the 'Cump Curves' or input hair strands for added detail.

Hair strands with clumping Render.
Hair strands with clumping In Garibaldi Editor.

Contents

Settings

The following describes the clumping deformers and viewport preview settings for the 'Garibaldi Express' clumping workspace.

Clump 1/Clump 2

Each clumping deformer provides identical settings. Functionality can be controlled with 3 simple sliders. In addition complex fine control can be achieved using control textures maps with all 3 controls.

Clump Deformer Settings.

Strength

This setting is to change the amount the nearest hair strands attract to the clump curves. A setting of 0.0 will cause the deformer to become inactive. A setting of 1.0 will cause the hair strands at he tip to touch the clump curve and gradually become the original position towards the hair strands root.

Strength = 0.0
Strength = 0.5
Strength = 1.0

The optional texture control will multiple the strength of the clumping.

Strength = 1.0 with control texture
The control texture

Bias

This will set how the hairs strands interact with the clumping deformer along their length from base to tip. The default setting of 0.5 will result in the hair strands having a linear transition from no clump attraction at the base of the hair strands to the maximum at the tip.

Setting the bias setting from 0.0 to 0.5 cause the clump attraction to take place more strongly toward the base of the hair strands, a setting of 0.5 to 1.0 will cause the clump attraction to take place more strongly towards the tip of hair strands.

Bias = 0.25
Bias = 0.5
Bias = 0.75

The optional control texture will set the bias value (override the slider setting).

Bias with control texture
The control texture

Amount

The final clumping setting will set the amount of clumps that will take place. This value set is the amount of clumps that will happen on average in every square centimetre on the character's surface. Setting fractional values below 1.0 will set the probability that a clump will acute in a square centimetre on the character's surface.

Amount = 0.5
Amount = 1.0
Amount = 2.0

The required control texture will multiply the amount value slider setting. Under normal uniform use the same control texture that is used for the follicle density in the distribution workspace is recommended. In a new Garibaldi Express node the automatically created density texture will be used.

Amount = 2.0 with control texture
The control texture

Preview

Generic hair preview settings are provided in conjunction with specialised preview settings related to the clumping deformers.

Clump Preview Settings.

Show All Meshes

Show all surface meshes contained in a character if used to spawn hair or not.

Show All Meshes = Inactive
Show All Meshes = Active

Show Clump1/2 Roots

Shows points on the surface of the character where the clumping deformers clump curves will grow from.

Show Clump1/2 Curves

Shows the clumping deformers clump curves which the hair strands are attracted to.

Show Hairs

Shows a preview of the generated hair strands after the clump deformers are applied.

Show Hairs With Widths

Shows a preview of the generated hair strands with accurate widths after the clump deformers are applied. This requires more system and graphics memory and may be slow with older graphics cards.

Amount

This percentage setting changes the amount of hair strands previewed. Showing more hair strands will require more time to process and more memory to store the results, displaying more hair strands of complex hair styles is not recommend for older systems.

Use Preview Hair Colour

Switches between showing a preview hair strands with the optimal preview colouring and the unshaded colours used during rendering with 3Delight by the Garibaldi Express Material.

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