Good day.
I have been playing around with the Feather tools, and here are some findings and issues from an artists position.
1. It would be great if we could use the surface N and tan of the guides to calculate barborient on the fly. Not the hardest to build myself, but it should be an option. I have submitted a RFE
2. I still can't get feather interpolation to work. The example files Jonas posted works for me, but as soon as I tinker with it, interpolation stops. There should be a much easier way to generate the feather template arrays. Most artists would battle with vex to get this to work. When you do, it breaks as soon as you tweak a bit. See attached file. This is a tweaked version of an example file.
3. It is easy to lose settings throughout the process. Width, Cd and curveu seems to die along the way because you have to make sure to carry it over multiple nodes.
4. Feather color is a bit of a mission at this stage. The main areas if interest for me would be Cd over the length of the feather (bottom to top), Cd over the bardr and barbl. This is easy enough.
After groom, Cd transfer from geo to feathers to blend in values. If you are not careful, you will end up with all the color on the shafts and nothing on the bards. This issue happens in some cases if you apply Cd to Condensed feathers. They need to be uncondesed, and this is super slow on full groom birds with 10k feathers. I am sure better workflows will evolve over time.
5. I think there should be an easier way to use the wing feather resampled curves as kineFX bone chains. This would help to fold wings after a basic guide deform. It can be done currently, but with lots of effort. Capturing is difficult, as these feathers are packed close together. If one bone per feather was used, not problem. Packed capturing can work, but what if you need two or three bones over each feather to rotate them to fold around the body. Currently this process is complex.
6. I have 64Gb ram with a RTX 2070 Super graphics card.
These feathers kills my pc as soon as I jump into Solaris. The procedural works, but sucks up memory. Be careful if you work on full grooms.
On a related note. I am having a very hard time to get Texture Mask Paint to work over UDIMs. After giving my geo the correct tile attributes, it worked, but it loses maps from time to time. This forces me to repaint masks from time to time. Like I said before, this does not work for feather interpolation on my side, but I know it's error/lack of knowledge on my side.
So far I like the system a lot. There is room for improvement, and I know Kai is working hard to streamline this. Well done mate. You did an amazing job and I can't wait to see how this grows.
Also, huge thanks to Jonas for the example files. They help a lot during the learning experience.
I will add more to the conversation as I learn more, and I hope to see some in depth tutorial videos from SideFX soon.
What do you guys think?