Hello !
We are facing some sort of precision issue with groom.
A groom on a creature’s ears is having points moving independently even though the binding is static.
It also happens on other parts of the body, and we can see it clearly when we’re in close-up and the animation of the underlying geometry is subtle.
I made a repro project to show the issue.
It contains 3 groom assets:
- one representing the original groom on both ears
- one with only one ear
- one with both ears but also a strand quite apart from the others
A level and level sequence is setup, with all grooms and a camera.
It also contains a folder MovieRenders with renders of the 3 groom assets.
And a folder original_data with alembic files.
We can observe with the original groom that some points of some strands are moving independently from the strand itself.
A render confirms it because it’s noisy.
With the groom on one ear only, there are no such movements, or at least a lot less perceptible.
The last groom is to show how degraded the quality of the strands are when a small strand is quite apart from the others.
This of course is not a good practice but it emphasize what appears to be a precision issue, maybe due to compression of the strands points for memory gains ?
What do you think about this issue ?
Would there be a fix to do ? Less compression maybe ? (as an option, for animation industry needing quality over memory usage)
We could also split more the grooms, but having issues on such short distances would mean to have lots of groom parts.
Thanks a lot !
Maxime
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