Multires support?
I have been working on character that uses the multiresolution modifier and have noticed that the multires is not captured by the normal encoding, this is pretty unfortunate as the base mesh is rather low-res (32k triangles) and was designed with the multires in mind. Below is two examples of the character with fur and multires applied, one using the encoded normals generated before the multires was applied and the other using the encoded normals generated after the multires was applied:
Before

After

From my limited understanding of the way vertex data is handled there is a possibility that encoding the normals like this is not possible using vertex colors which would be pretty unfortunate, however i thought it was worth pointing it out in case it is something that's fixable as currently this feels like a rather big limitation of this addon.
Thanks for pointing this out! Unfortunately it's indeed a limitation of the way the script operates currently. The vertex normals are relatively "coarse" but usually close enough. I didn't have final details in mind when I made it.
It might work if the disable modifier step is disabled, as it does calculate the final version of the mesh and writes to vertex colors in both the original and the final copy), but I don't know enough about Blender's depsgraph system to know exactly what I'm doing. I was running into crashes at one point. I can take a look again.
Very nice looking model btw!
I can take a look.
I did a quick test with a multires modifier and removed it from the list of modifiers that are disabled temporarily on script run. I couldn't get any of the changes in the evaluated object data to show up in the render. I'll dig a little deeper, but with the new hair system nearly around the corner (??? finally ???), it will have the ability to sample data like this via a geometry node, which removes the need for the script. So I probably won't put too much time into fixing it unless that feature is heavily delayed.
Thanks for the response. I should have been a bit clearer on my original post, the multires was applied on both examples just for demonstration as the hair particles would break if they were created before applying the modifier. The addon did work if the multires was applied but obviously it's not very practical to work on a mesh with over 3 million triangles. I totally understand your decision to focus on blender's new hair system, i myself have been tinkering a little bit in the beta trying to achieve this sort of effect in geometry nodes tho i haven't had much luck since im not really much of a programmer.