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Is there any way I can get the hair to conform to the subdivided object without applying the subdivided surface modifier? I'm hoping to retain a simple topology for future animation.

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  • $\begingroup$ Yes. Duplicate the mesh with the same modifier stack for generation (but without deformation), then transfer the hidden rest_position attribute $\endgroup$
    – Leander
    Commented May 29 at 4:58

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