If it takes a long time (lots of frames) to transition from one wind state to another, maybe you need to render more fps. Or maybe you need more subframes (change in Simulation Settings). Would any of that help? I'm sure it would slow calculation down, though. Bang Bob Hair is not "real" dForce hair; it uses Linday's method of using dForce cloth settings for hair. It even states that on the product page. Maybe a real dForce hair would work better.
So an animation like this would take a day or more of rendering to do on a powerful computer?
looks great but is it practicle to try and do? Like I said better off with a conforming hair do with lots of morphs/poses and just adjust tem along the ani time line? I have done that with realy good results and short CPU time relative to what you are describing.
I assume dress movement for DForce is just as resource demanding?
Comments
better off with this then?