@@xxNightWulf Bro he did one experimental NFT thing to help fund blender. NFTs arent 100% good or 100% bad, theres nuance to it. There are many scams in NFTs but he was donating all the proceeds anyways lol. Worst case scenario, its an inefficient way to help gain support for blender. Maybe just selling donut tee shirts for funding would have less carbon emissions, but by how much...
Most satisfying video I’ve watched in a while. The density brush is beautiful. The Geometry Nodes presets as well. The way everything was flowing through the video, and you did it so fast with no crashes. This has potential to be the best hair system around and I’m so happy to see it. Huge congrats to the developers!
Unfortunately the Hair particles Crash the whole Mac OS system since 3.1. Doesn’t matter if geo nodes or classic system. Getting about 50000 strands upwards and bye bye GPU VRAM. Glitching the whole system and crashing it entirely. Very sad since it’s such a great improvement
Some Hair Grooming Tools To Consider Implementing in Blender 3.3: -Mesh Collision : Specifically when sculpting the hair style prohibit the tip of the hair, and every other part above the root from re-entering the mesh to avoid hairs inside of the mesh (with a switch to toggle the feature because in certain use cases, it may be needed) -Mesh Container : Click a button in the hair sculpt mode to determine the start and end faces or vertices of a mesh to grow hair from and lead to automatically and then hide the emitter. So then for a quick braid hair style for a character like Jinx from "League Of Legends" you could simply hook the start and end face to another mesh face for a hair puff, or for a long rope like chain of hair puffs/links. Great for animating hair as well in more of a "squash and stretch" style. Some people sculpt the entire hairstyle as a mesh using snake like brushes in pre production as a container or reference already, so it would be good to have a tool to one click "fill the inside of this mesh with hair" or "wrap this mesh tightly with hair" based on the start and end points. OR you'd like to create a character with a uniquely dinosaur-shaped afro. Cool! Just select the start and end faces to set the root sources and the where the tip should end. (The dinos feet most likely would be the root connected to the scalp and the end would be the tip of the dino's head. And this goes for any shape.) -A Feather System : There's ways to fake it yes, by using images of feathers as planes for instance, but to actually use the hair system for this would takes millions of hairs to create a fully feathered wing currently in blender. Maybe a tool to hair sculpt a single feather, paint the texture (ex: a real animal an artist is attempting to recreate is known for having feathers where only five hair strands on each feather are green and the rest is a dull gray. So we'd have a tool for that). Possibly a tool for custom feather shapes as well. And then without asking for as much of our systems, we could array the feather using grooming brushes in hair sculpt mode along a mesh . Grooming brushes would come in handy in cases where an artist would like to show some feathers being damaged or ruffled while others pristine. -Auto-Orientation : Determine the direction hairs from root to tip will point. And maybe a slider to determine the strength (So as far as the strand shape, it goes from 'I' meaning unturned or unfazed, to more of an 'r' meaning half strength, than an '--' meaning fully turned to the direction of of the point). This is instead of rebrushing hair to another direction. Just a tool to expedite the grooming process. This is essentially like damped tracking to an invisible vertex (and therefore may already be possible) but now without the hairs being completely straightened when pointing towards a point. A note: some of these things were briefly mentioned to be in consideration currently for this new system in the video an I'm still a noob so I may just not know how to do these things with what we have now. PS: For the love of god. Do not discontinue the old particle hair system, for it has many uses but for hair styles I love where this is going and am fully on board.
100% agree on the Mesh Collision. The regular hair system has this (to an extent, the tip tend to disappear in the mesh unless the default settings for tip stiffness is changed).
Yeah, I think the old particle system will be removed as soon as Blender gets the new particle system. It's one of the most ancient parts of blender, code from 1400s holding Blender back.
First sec when I saw the video duration being 24min I said by myself"no way I can manage to the end" but enjoyed every second of it and I'm really excited for B3.3
@@PabloVazquez and I know YOU have been on for a while too! Thanks so much for your rundowns of the new updates and your services as well! You all are always taking Blender into incredible directions! Thanks again and thanks for the reply!
I've never been terribly good at hair in Blender; but this-especially the sphere projection-is a total game changer. Thanks guys; you never, ever fail to impress me.
I would LOVE more videos like this to accompany blogs. They're just so great to get a more immediate sense of what's going on with the development beyond the blog posts and commits. Thank you so much.
I’m in school for 3D art where they use and teach maya as the industry standard but everyone seems interested in blender! Glad to see my favorite program constantly getting better and blowing my mind every time. Keep up the great work team! :D
@@chickishot8172 it makes sense to use it, the more it's taught and the more software agnostic they teach the better it is for students and the industry alike, this adherence to Maya is just nuts, from a generalist perspective, from a specific perspective its of course keep propping up Maya
@@GaryParris You are lucky if you find one. Big company don't like to change software version every month like Blender. Blender is great for freelancer and hobbiest but not for Big companies. I myself are using Blender for work, but it's individual job not team.
Amazing work guys well done. I'm using Blender since 2.5 back on 2006 I can't tell you how much happy I'm with the evolution of Blender I did everything with that tool it was my first 3D program that bring me in the world of modeling and texturing, animation, video editing, game programming...really, I can't thank you enough.
Amazing... My computer will explode in sheer joy -- literally. It's good to see Blender 3D stepping it up with the hair particles. Everything is less hermetic than before and I already saw people taking these new tools for a spin and the results are just too good to be an open-source software. Thank you Blender 3D for being free forever 😭
I've had my eye on the development for this hair system for a while now, so I'm excited to see how it's coming along! I do have a question, though. Will we be getting hair guides with this new system too? I think long hair would still benefit from hair guides, since you can do a lot with a little, when styling.
The idea is that guiding and other procedural effects are implemented with geometry nodes. There may be some missing nodes to make that possible, but some simple effects are already doable.
This is amazing stuff! I have not had much opportunity to use Blender in the last little while, and you guys keep adding such cool stuff I’m getting left behind!
Love it! The ability to inch manually is amazing. And being able to use geo nodes with it, and edit the modifiers (which I hope will come as presets) is super powerful! I hope to see a modifier that lets you convert curves to cards (as effective as it can be)
Happy to see kind of comeback of colored icons, I really hope this will translate to the rest of UI in future, as it is currently quite confusing with all those monochromatic icons. Hair looks cool, even though I probably won't need to use it :)
Absolutely great presentation. Calmly and professionally explained. It's quiet rare for a a tutorial to be enjoyable from beginning to end. But yours definitely are.
I wanted Blender to improve upon their hair system since it was too basic and undeveloped compared to other aspects of the program and they finally did with this latest build of Blender... that's nice to see, I'm glad they did that, thanks Blender devs for all the work you do for all of us 3D creators.
This is so incredibly insane! I just working on a project that has a character that is so hairy, thus I needed it badly, you guys are literally reading my mind!
really cool that you guys are starting to work on hair nodes. I highly recommend checking out how Yeti and Houdini work with nodes as you develop things further.
I hope this keeps progressing in the right direction. I still use Maya for Xgen, but would love to be able to move to Blender for that as well. Hopefully you've been researching Xgen/Ornatrix to see the procedural systems they have. This would be the way to go. This 'painting' hair system is far too limited and outdated. I realise this is just the early implementation, but you obviously have a perfect opportunity in Blender to either use nodes or modifiers(like noise/clump/twist/etc) Great work though. Exciting to finally see a proper hair system coming to Blender.
Second this, have to always go from blender to Maya to do hair as blenders hair system is sadly kind of a piece of shit, these systems only make sense for maybe making a kind of stylised game character look, anything animal or realistic then don't even bother trying in blender
Andy is awesome! If you like how he explains things you should check out his presentations at Blender Conference here on UA-cam, they're a great learning resource. Search for "Andy Goralczyk Blender Conference"
Cool improvements! There should also be a vector map lying on the mesh, influencing the dir vector of the hair. Very convenient for short hair or fur. For long hair combing is quiet cool. For short hair combing can be a hassle, also less flexible. Easier to just paint a vector map.
Ok. I downloaded your file and i used your noise node group on my character. Simply amazing. this is an incredible leap forward, almost (almost) as big a game changer as the donut and coffee. wish I could send you the file of my character. one thing... any way to give the curves children?
I feel it should have been made more close to how skin work, where we have pores, another layer that define where actual hair is getting out of those pores, a layer that define the original direction of the hair, and we can apply different formula of how the hair is generated. You can have more details rendered skin. The same system could be used where there is no hair to support pimple instead of hair from those pore, or have black dot. The hair would actually start under the skin and not on the surface, so you can apply physic system on then and have better curve generated from the point where the hair is held. But I guess this is a lot more work to implement
What you describe sounds great for very realistic styles, and feels like what Geometry Nodes was made for. Not sure how far you can go with the current nodes, but I wouldn't be surprised if you can already do everything you described - except physics.
I'm thinking "some form of gradient noise could be used to automatically add weathering to the hair..." and then bam! You're way ahead of me with geometry nodes.
This looks really promising. I wonder if you'll be able to control the max number of hairs. For example the average man has about 30,000 hairs in the bearded part of their face, will great to see a way to control the max density of hairs in an area. Looking forward to how guides are implement as well!
slide is going to make hairline/baby hairs so much easier to achieve but the fact that there is no option for collider will make others things more difficult
Insane work as always guys. Blender is advancing in leaps and bounds.
Have you seen the new real time compositing? cant wait for that to be a final product
Stop pushing for NFT's and the blockchain, they suck
NFT Guru
@@xxNightWulf Bro he did one experimental NFT thing to help fund blender. NFTs arent 100% good or 100% bad, theres nuance to it. There are many scams in NFTs but he was donating all the proceeds anyways lol. Worst case scenario, its an inefficient way to help gain support for blender. Maybe just selling donut tee shirts for funding would have less carbon emissions, but by how much...
Are you now going to make a tutorial for hairy doughnuts?
Ok, this is just incredible, well done to the dev team, you are constantly creating milestones, your efforts are very much appreciated 🧡
Most satisfying video I’ve watched in a while. The density brush is beautiful. The Geometry Nodes presets as well. The way everything was flowing through the video, and you did it so fast with no crashes. This has potential to be the best hair system around and I’m so happy to see it. Huge congrats to the developers!
Unfortunately the Hair particles Crash the whole Mac OS system since 3.1. Doesn’t matter if geo nodes or classic system. Getting about 50000 strands upwards and bye bye GPU VRAM. Glitching the whole system and crashing it entirely. Very sad since it’s such a great improvement
Some Hair Grooming Tools To Consider Implementing in Blender 3.3:
-Mesh Collision : Specifically when sculpting the hair style prohibit the tip of the hair, and every other part above the root from re-entering the mesh to avoid hairs inside of the mesh (with a switch to toggle the feature because in certain use cases, it may be needed)
-Mesh Container : Click a button in the hair sculpt mode to determine the start and end faces or vertices of a mesh to grow hair from and lead to automatically and then hide the emitter. So then for a quick braid hair style for a character like Jinx from "League Of Legends" you could simply hook the start and end face to another mesh face for a hair puff, or for a long rope like chain of hair puffs/links. Great for animating hair as well in more of a "squash and stretch" style. Some people sculpt the entire hairstyle as a mesh using snake like brushes in pre production as a container or reference already, so it would be good to have a tool to one click "fill the inside of this mesh with hair" or "wrap this mesh tightly with hair" based on the start and end points. OR you'd like to create a character with a uniquely dinosaur-shaped afro. Cool! Just select the start and end faces to set the root sources and the where the tip should end. (The dinos feet most likely would be the root connected to the scalp and the end would be the tip of the dino's head. And this goes for any shape.)
-A Feather System : There's ways to fake it yes, by using images of feathers as planes for instance, but to actually use the hair system for this would takes millions of hairs to create a fully feathered wing currently in blender. Maybe a tool to hair sculpt a single feather, paint the texture (ex: a real animal an artist is attempting to recreate is known for having feathers where only five hair strands on each feather are green and the rest is a dull gray. So we'd have a tool for that). Possibly a tool for custom feather shapes as well. And then without asking for as much of our systems, we could array the feather using grooming brushes in hair sculpt mode along a mesh . Grooming brushes would come in handy in cases where an artist would like to show some feathers being damaged or ruffled while others pristine.
-Auto-Orientation : Determine the direction hairs from root to tip will point. And maybe a slider to determine the strength (So as far as the strand shape, it goes from 'I' meaning unturned or unfazed, to more of an 'r' meaning half strength, than an '--' meaning fully turned to the direction of of the point). This is instead of rebrushing hair to another direction. Just a tool to expedite the grooming process. This is essentially like damped tracking to an invisible vertex (and therefore may already be possible) but now without the hairs being completely straightened when pointing towards a point.
A note: some of these things were briefly mentioned to be in consideration currently for this new system in the video an I'm still a noob so I may just not know how to do these things with what we have now.
PS: For the love of god. Do not discontinue the old particle hair system, for it has many uses but for hair styles I love where this is going and am fully on board.
Thanks, I'll copy this and send to blender foundation.
100% agree on the Mesh Collision. The regular hair system has this (to an extent, the tip tend to disappear in the mesh unless the default settings for tip stiffness is changed).
Yeah, I think the old particle system will be removed as soon as Blender gets the new particle system. It's one of the most ancient parts of blender, code from 1400s holding Blender back.
First sec when I saw the video duration being 24min I said by myself"no way I can manage to the end" but enjoyed every second of it and I'm really excited for B3.3
00:00 *Introduction*
00:27 Character breakdown
01:21 Why this example?
02:06 *Starting from scratch*
02:47 *Sculpt tools*
03:08 Strand vs. Strip
03:44 *Add*
04:08 Mirroring
04:51 Delete
05:09 Sphere vs. Projected
05:48 *Density*
08:43 *Comb*
10:01 *Snake Hook*
11:17 *Grow/Shrink*
12:23 *Pinch*
13:27 *Smooth*
13:53 *Puff*
14:09 *Slide*
14:46 *Selection*
16:12 Selection: Shaping the tips
17:26 *Current tools & limitations*
18:07 *Geometry Nodes "workarounds"*
18:39 GN: Hair Noise
20:09 GN: Randomize Lengths
21:20 *Shared data for non-destructive workflow*
22:16 GN: Delete Hair
23:19 *Conclusion*
Good video, thanks Andy!
You guys are all amazing! Thanks for all your time, effort, passion, and intrinsic motivation ... for this wonderful software.
Always frickin incredible.
So glad Andy is still there! So many great people but I know Andy is definitely a veteran on sooo many open movies 😊
He's a treasure
@@PabloVazquez and I know YOU have been on for a while too! Thanks so much for your rundowns of the new updates and your services as well! You all are always taking Blender into incredible directions!
Thanks again and thanks for the reply!
yeah pablo is the goat
Cool, would be amazing to have a spherical projection in Texture Paint mode too 👌
I've never been terribly good at hair in Blender; but this-especially the sphere projection-is a total game changer. Thanks guys; you never, ever fail to impress me.
I would LOVE more videos like this to accompany blogs. They're just so great to get a more immediate sense of what's going on with the development beyond the blog posts and commits. Thank you so much.
I’m in school for 3D art where they use and teach maya as the industry standard but everyone seems interested in blender! Glad to see my favorite program constantly getting better and blowing my mind every time. Keep up the great work team! :D
Same. Most people in my class went with blender too.
@@chickishot8172 it makes sense to use it, the more it's taught and the more software agnostic they teach the better it is for students and the industry alike, this adherence to Maya is just nuts, from a generalist perspective, from a specific perspective its of course keep propping up Maya
Need to learn both. Maya will give you the team job. Blender will give you individual job.
@@Ecceptor if that's your goal that's fine but that's one potential, but you can be a team of blender users, Maya is not the only team game.
@@GaryParris
You are lucky if you find one. Big company don't like to change software version every month like Blender. Blender is great for freelancer and hobbiest but not for Big companies. I myself are using Blender for work, but it's individual job not team.
hair is the probably the hardest thhing to do in cg and im glad you guys are starting to make tools for that
Amazing Andy. Yes well done to the dev team and the 1000s of hours in coding to give us amazing tools. You are all breathtaking.
Amazing work guys well done.
I'm using Blender since 2.5 back on 2006 I can't tell you how much happy I'm with the evolution of Blender I did everything with that tool it was my first 3D program that bring me in the world of modeling and texturing, animation, video editing, game programming...really, I can't thank you enough.
It is incredible what Blender is capable of.
Amazing... My computer will explode in sheer joy -- literally. It's good to see Blender 3D stepping it up with the hair particles. Everything is less hermetic than before and I already saw people taking these new tools for a spin and the results are just too good to be an open-source software. Thank you Blender 3D for being free forever 😭
'Literally'
the development speed of blender and the fact that blender can do a lot of things is just MIND BOGGLING
Blender is awesome. 👌 Thanks blender! I never would have got onto 3d art without you. Also thanks to all the people doing tutorials!
I've had my eye on the development for this hair system for a while now, so I'm excited to see how it's coming along! I do have a question, though. Will we be getting hair guides with this new system too? I think long hair would still benefit from hair guides, since you can do a lot with a little, when styling.
Exactly what I was thinking as guides can speed up some difficult hair styles like finger waves in the 20's
The idea is that guiding and other procedural effects are implemented with geometry nodes. There may be some missing nodes to make that possible, but some simple effects are already doable.
Blender forever ♥ greetings from Argentina!
Wow, looks great. Can not wait to try it ..
3.3 will be massive !
PURE AMAZINESS! Also, nice to see Andy, kudos for the whole Team!
Holy moly, this is amazing! Great job, all of you and thank you for the interesting presentation!
amazing! I'm so excited for this!
This is amazing stuff! I have not had much opportunity to use Blender in the last little while, and you guys keep adding such cool stuff I’m getting left behind!
The timing of this upload couldnt be better. You guys doing a great job
Love it! The ability to inch manually is amazing. And being able to use geo nodes with it, and edit the modifiers (which I hope will come as presets) is super powerful! I hope to see a modifier that lets you convert curves to cards (as effective as it can be)
This is an amazing improvement! Thank you!!
Andy is so well at breaking down in layman's terms for us mortals
Excellent, so much better! Thanks for the great work!
Happy to see kind of comeback of colored icons, I really hope this will translate to the rest of UI in future, as it is currently quite confusing with all those monochromatic icons.
Hair looks cool, even though I probably won't need to use it :)
Excellent demonstration! You make it look so easy, Blender just gets more and more powerful each year.
Absolutely great presentation. Calmly and professionally explained. It's quiet rare for a a tutorial to be enjoyable from beginning to end. But yours definitely are.
ahhhhhhhhh this is so muh better, the relief lmao. Thanks blender team
thank you team Blender...something that was really needed...
Looks awesome..... can't wait for Blender's texturing/texture painting tools overhaul. That's much needed....
This is beautiful. Old grooming was a nightmare.
Amazing work. And great tutorial with calm VO that's easy to follow.
I love the "auto" icon :)
Feels like am part of the Team,Thanks for the detailed and easy to follow guide
Amazing! Glad to see that Blender moves in the right direction!
I’m so happy I spent my time during Covid-19 lockdown 2020/2021 learning Blender!
I ❤️ Blender
I'm just really getting into hair (about a month now) and this looks VERY helpful
I wanted Blender to improve upon their hair system since it was too basic and undeveloped compared to other aspects of the program and they finally did with this latest build of Blender... that's nice to see, I'm glad they did that, thanks Blender devs for all the work you do for all of us 3D creators.
Looks great. Tremendous improvement over existing system.
Amazing update, any news on when the interpolation tool would be available?
New brushes and workflow looks awesome.
Incredible work!
So excited for this, thank you all
I love that density brush so cool!
Outstanding work! This looks great
This is truly amazing 🤩, the only thing missing is collision with the base mesh.
and physics/dynamics
Simulation nodes are coming!
Great to have this in our arsenal. Would love to see some kind of real time facial animation capture using a smart phone like Unreal does.
You guys are too good for us
This is so incredibly insane! I just working on a project that has a character that is so hairy, thus I needed it badly, you guys are literally reading my mind!
Waited for hair update from the day i came to Blender in 2.8 Looks like it was worth waiting.
That short videos per tool are awesome.
This looks so usefull and so much fun to use!
really cool that you guys are starting to work on hair nodes. I highly recommend checking out how Yeti and Houdini work with nodes as you develop things further.
I hope this keeps progressing in the right direction. I still use Maya for Xgen, but would love to be able to move to Blender for that as well. Hopefully you've been researching Xgen/Ornatrix to see the procedural systems they have. This would be the way to go. This 'painting' hair system is far too limited and outdated. I realise this is just the early implementation, but you obviously have a perfect opportunity in Blender to either use nodes or modifiers(like noise/clump/twist/etc) Great work though. Exciting to finally see a proper hair system coming to Blender.
Second this, have to always go from blender to Maya to do hair as blenders hair system is sadly kind of a piece of shit, these systems only make sense for maybe making a kind of stylised game character look, anything animal or realistic then don't even bother trying in blender
Been waiting for this!!!
WOW!🤩Wish Blender success! Very impressive
game changing system! kudos to the artist in the video too, really well explained.
Andy is awesome! If you like how he explains things you should check out his presentations at Blender Conference here on UA-cam, they're a great learning resource. Search for "Andy Goralczyk Blender Conference"
Thank you for this, very exciting progress! Did I miss it or was there no mention of curls? It seems like a necessity for a majority of hair.
You guys are geniuses!
Cool improvements!
There should also be a vector map lying on the mesh, influencing the dir vector of the hair.
Very convenient for short hair or fur.
For long hair combing is quiet cool. For short hair combing can be a hassle, also less flexible.
Easier to just paint a vector map.
I think that is already possible now since it uses geometry nodes?
@@BillRey It is. You can bring it in as an attribute.
please yes a vector flow map PLEASE I BEG
Awesome to hear! Thanks guys.
But is there also a brush that can convert stroke direction into vectors/normals?
Like a Flowmap brush?
@@YT775 Not yet. But maybe that can be part of the upcoming texture/attribute painting project.
Wow! I can’t wait to give it a try. Good Job Blender dev. Team
what great news! This looks super fun to use! And LOL at that snakehook moustache!!! :)
Ok. I downloaded your file and i used your noise node group on my character. Simply amazing. this is an incredible leap forward, almost (almost) as big a game changer as the donut and coffee. wish I could send you the file of my character. one thing... any way to give the curves children?
Insane work!! Thank you so much guys.
I really started listening when I realized he was using Gnome. I love you guys
Notice this guy customizes his workspaces, and knows how to use them. Other Blender-tute UA-cam channels, take note!
This is just so awesome. Best developers and best software in the world! Thank you so much
Great work! Cant wait to use it !
Very well done, i still can't believe what 130MB peace of software can do. 👏👏👏👏
Wow, for sure going to use this on my next shortfilm
Hoping those geometry nodes will be included officially instead of having to build ourselves.
Yes, This is such a tease. I though at these geo nodes used in this video would be added. I have no idea how to make these geo node group. ;(
Right, a good idea would be to have a library for hair curves prebuilt geo nodes stuff of all kinds to pick from and use right away...great idea +1
amazing, i've always wanted do hair in a way like this
I love all blender guys!!!
Hey, blender studios, can you fix the water simulation so we can make oceans and nice water effects?
Consider using gaussian distribution for the random elements like hair length, I think it's more common in nature for that kind of stuff.
This is outstanding!!! 👏🏿👏🏿👏🏿🙌🏿
This looks so fun to use! Great job!
I feel it should have been made more close to how skin work, where we have pores, another layer that define where actual hair is getting out of those pores, a layer that define the original direction of the hair, and we can apply different formula of how the hair is generated. You can have more details rendered skin. The same system could be used where there is no hair to support pimple instead of hair from those pore, or have black dot. The hair would actually start under the skin and not on the surface, so you can apply physic system on then and have better curve generated from the point where the hair is held. But I guess this is a lot more work to implement
What you describe sounds great for very realistic styles, and feels like what Geometry Nodes was made for. Not sure how far you can go with the current nodes, but I wouldn't be surprised if you can already do everything you described - except physics.
This is incredible. Just wow
I'm thinking "some form of gradient noise could be used to automatically add weathering to the hair..." and then bam! You're way ahead of me with geometry nodes.
Fantastic workflow! ^_^
Freaking awesome!!
Thanks for demo!
i can't wait to put my hands on blender 3.3!!!!
nice!
looks very good :)
This looks really promising. I wonder if you'll be able to control the max number of hairs. For example the average man has about 30,000 hairs in the bearded part of their face, will great to see a way to control the max density of hairs in an area. Looking forward to how guides are implement as well!
Just fabulous
Very encouraging !
Superbb
slide is going to make hairline/baby hairs so much easier to achieve but the fact that there is no option for collider will make others things more difficult
As he said, there will be collision, but later (the old system had it, so why not this one)
Thank you.
I’m so excited for this video! Currently trying to make a photorealistic dog!