ba8b8ec99870e61ba7496b3c55795e5acf9bd573
on itself. This uses the same voxel structure as the hair smoothing algorithm. A slightly different method was suggested in the original paper (Volumetric Methods for Simulation and Rendering of Hair), but this is based on directing hair based on a target density, which is another way of implementing global goals. Our own approach is to define a pressure threshold above which the hair is repelled in the density gradient direction to simulate internal pressure from collisions.
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