In this second part I explain indepth how to mix nhair simulation with corrective grooming and attribute based blends.
texturing your yeti fur
using groom attributes in your shaders
using expressions for attributes and passing them to shaders
passing attributes to instances
texturing feathers and using attributes with feathers
In this tutorial I will explain a technique to place and control feathers using grooms instead of normal scattering of points.
We discuss a technique to deform your Yeti based hair styling by guiding grooms.
This way you are not forced to use guide nodes to groom your hair and you are still able to choose between corrective grooms and nhair simulation on a shot base.