Hi Kai.
Thank you for your appreciation!
I understand that the first bug can be literally a single line of code. I think that maybe it wasn't found before also because now more and more experienced Maya artists (like the colleagues I cited) are picking up Houdini for groom, and many of them are carrying a really solid workflow they try to recreate in detail.
As for the second bug, I think that, ideally, geodesic distance should be replaced to Euclidean distance to get it right. I was looking for nodes or functions giving something similar to me
for free and I saw that there's actually a function to evaluate geodesic distance between points if the points are part of the topology. So my thought was that I had the option of using the skinprim for each hair and measure things on the body mesh topology itself… but I was a bit concerned about getting tessellation artifacts with low density meshes.
So I ended up with just evaluating how different hair normals and clump guides normals are, setting up a threshold to prune guides that shouldn't “compete”, and I was happy with that. Also because I could use the same evaluation metric to add a falloff to the clumping effect wherever the elected guide, although inside of the threshold, is still quite far, angle-wise.
With regards to performances I built this with my knowledge of Houdini, so simply with wrangle nodes and compiled blocks, and checking the performance monitor. In some scenarios my network is slightly faster, in other ones is slower. I think it depends on what's heavy in the scenario (a lot of hair vs a lot of clumping guides vs a lot of points).
Anyway, the colleagues I gave my hda to for testing told me they used it without problems or bad slowings, “fixing” their groom simply replacing the node.
I kept the node quite basic, with just the things I need for my usual workflow (no procedural clumping, no strays, I use to set up these things separately). Sure the standard node has a lot of cool stuff in it! I like the crossover, I think I will add that one.
Thank you for your appreciation again.
Cheers,
Fabio