This code can turn Vertex Position into Vertex Colors,that all I Know.I'm a fresh.
from mathutils import Color, Vector
my_object = bpy.context.active_object.data
vert_list = my_object.vertices
color_map_collection = my_object.vertex_colors
if len(color_map_collection) == 0:
color_map = color_map_collection['Col']
You could try this:
Create a UV sphere (here 16/8 vertices), cut it off, extrude the faces to give it thickness:
Pull down the edges to create hair peaks:
Scale 1 out of 2 edges:
maybe triangulate the topology with CtrlT or try the Decimate modifier:
Ok here is my very personal way to solve this
after drawing your hairs you need to check "fill caps" in spline shape
then convert your hairs to mesh with good resolution for simulation
Hit tab button and hit "a" button to select all your hair and hit "m" and by distance , and hit "Shift + n"
create a vertex group and ...
The answer was a different subdiv-level on the emitter object between viewport and render. I am not sure wheather it is a bug or not, but the render is fine when I use the same subdiv-level for the render. The effect may be related to the "Use modifier stack"-option for the hair systems.