Hi Mikael,
Here are a few semi-random thoughts that may give you some more
things to try.
nHair and nCloth are things I do all the time (maya 2016 on linux)
and I don't recall having problems with collisions. But I do think
that getting mayas nSimulations can be a bit of a black art
sometimes, so I feel your pain.
SubSteps and max collision iterations on the nucleus. For nHair
subSteps can often be quite low (eg 4), but you may want to try
increasing the collision iterations a lot (eg 32) if your stuff is
moving fast.
Collision geo. Evenly tessellated closed surfaces tend to work
better than planes. Good normals? Are they facing out? Did you
check the collision thickness on both the passive and the
hairSystem? Make sure they dont intersect on the start frame.
nucleus space scale? Have you set it to something appropriate for
your scene units/scale. eg modeling in real world scale with maya
units cm, then set space scale to 0.01
I dont see too many problems working in parallel mode (but the fx
guys tell me they prefer to work in DG mode).
Often we notice that when the nucleus is first enabled (eg open a
new scene and import the hair rig) and you hit "play" the nHair
will wig out completely. But stopping, rewinding and playing again
will reset everything correctly.
How dense are your hair curves? I try to use curves with the least
number of cvs that will look ok for my needs. Sometimes I then
increase the "extra bend links" attr in the hair system to 2 or 3,
depending on how it is behaving.
Are you using start curve attraction? At high values this will
probably override collisions.
Do you have more than one nucleus in your scene? And if so, have
you used the same objects as passive colliders for more than one
nucleus? I have never got that to work properly. I mean, maya lets
you set it up that way, but then it just ignores collisions for
all except one nucleus. So I simply use duplicates and assign one
to each nucleus.
Let me know if you want more details on these or other issues.
Happy to help if I can.
David