Tiny Hair Shader is out now! tinynocky.gumroad.com/l/tinyhairshader Polished Hair Tutorial/Walkthrough ua-cam.com/video/IO5bjLuUE2E/v-deo.htmlsi=i4-acahuPaEjIRoK edit 01: 6:07 gradient texture is not needed once you've added the separate xyz node at 11:31 edit 02: 1:14 they used Yeti, not XGen I'm working on a video for this tutorial, when it's out I'll link it here! meanwhile hope you enjoy the long-form in-depth explanation
This tutorial is absolutely legendary! Everything is simple and clear-just like they say, all genius is simple, and simplicity is the sister of talent. Bravo, maestro!
Thank you so much for this in-depth explanation! I usually find these kind of explanations really boring, really complex but your slow-paced relaxed way of describing the process made it not only interesting but easy to follow.
great video even i'm not a blender user, this will help explain concept of fake anisotropy much easier, thanks for doing this next step, stylized PBR hair in blender :D
Thank you so much @tinynocky :) I am working on this now. I tried to do something similar a half dozen times and failed. :( This is exactly what I needed. Just a quick tip for anyone struggling with the direction of anisotropy direction, which is brilliant btw. The rotation transform of your path has everything do do with this. Freezing rotation transform can fix this if you are having issues with the tutorial or if you need to rotate a strand for any reason. That way you can prevent adding a -1 to your vector transform. Once you freeze the ROT then use the vertex rotate for the direction the hair down the Z axis.
if you open the top right options drop down and click affect only origins you will be able to change the pivot position without needing to go through the complicated 3D cursor buisness, i bind that function to 'd' but I also have it in my quick favourites
lol I was actually looking at the LightningBoy take on the Arcane hair not too long ago trying to figure it out; I get that Fortiche did Xgen hair but I don't need my computer imploding Curious for animation specifically; Would we convert the curves to mesh, or just keep them corves? And would changing the profile mess anything up, like for curls, flat/square bangs or a tamer hairstyle? Totally appreciate all of the info, it's really insightful
I don't work a lot with animation, but if I were to, I would convert the curves to mesh as long as your UVs are unwrapped properly it will work! just ensure that the UV islands are arranged in a way where the root of the hair starts from the left, and the tip ends on the right keep in mind, twisting your mesh will result in the shader twisting as well. here's what I mean: x.com/tinynocky/status/1870410148109598745
@@tinynocky Fair fair, thanks for the feedback, it really does open eyes on how things are done Also thanks for the ayaya on the TinyEye, lifesaver basically
More specifically Fortiche used Yeti inside of Maya (You can see the UI in the behind the scenes, "Arcane: Bridging the Rift | Part 3 " Minute 3:14) , it's rather easy to nail the style using that, I'm not sure how they approached it but I found you can model the hair in shapes, then use the edges and turn them into curves and use them as guides.
If I wanted the edges of the specular be a more vibrant color than the middle of it, how could I do that? I've noticed that in sunlight on dark blond hair, there's a thin, almost copper-like sheen right between the brightest, almost white specular, and the main hair.
1. you could use a fresnel/layer weight node to get a mask that wraps around the curve, use a colour ramp/map range to adjust the contrast of the mask 2. use this mask to either control the value of the saturation of Hue/Sat/Val or throw it into a mix colour node and pick your desired colours
Hello tinynocky, thanks for the great tutorial, it was very helpful! But i have a question: for some reason my hair texture turned out looking like a plastic, how do i fix that? It looks normal in Material Preview meanwhile in Cycles render it has that plastic look, i tried to improve Roughness but still doesn't look like your final result. And again, thanks for the tutorial.
@@tinynocky I'm little knowledgeable in this field but can't the nodes just be applied and then the hair be exported as fbx containing all the data ? I don't understand why this is a nlender only and can't be exported outside of software. Thank you for the time dedicated!
@@Unveriefable the main reason why I said it was meant to be used in blender only is because of the vector transform node trick that emulates the fake anisotropic specular. this was meant to make up for the lack of anisotropic support in EEVEE. however, you could technically export out the maps and throw it into any software that supports anisotropy and it will work, but of course it's not going to look the same. since I put out this live tutorial, I've learnt quite a bit! check out this thread on twitter/x, you'll roughly see what this set up (without the vector transform node trick) would look like on an anisotropic shader x.com/slipgatecentral/status/1875721298745376922
According to another comment, any engine supporting anisotropic filtering should work if the FBX file contains all the data, but might not look the same, so it'll likely need tweaking.
Tiny Hair Shader is out now!
tinynocky.gumroad.com/l/tinyhairshader
Polished Hair Tutorial/Walkthrough
ua-cam.com/video/IO5bjLuUE2E/v-deo.htmlsi=i4-acahuPaEjIRoK
edit 01: 6:07 gradient texture is not needed once you've added the separate xyz node at 11:31
edit 02: 1:14 they used Yeti, not XGen
I'm working on a video for this tutorial, when it's out I'll link it here!
meanwhile hope you enjoy the long-form in-depth explanation
This tutorial is absolutely legendary! Everything is simple and clear-just like they say, all genius is simple, and simplicity is the sister of talent. Bravo, maestro!
Thank you so much for this in-depth explanation! I usually find these kind of explanations really boring, really complex but your slow-paced relaxed way of describing the process made it not only interesting but easy to follow.
This is amazing, thank you for being so kind to beginners and having lots of clear explanations!
great video even i'm not a blender user, this will help explain concept of fake anisotropy much easier, thanks for doing this
next step, stylized PBR hair in blender :D
You're so cool!! Thank you for creating it!! I really liked the video and how politely you communicate and explain accurately!! Thank you!)💗
just what i needed, you the man
Wonderful work, seriously thank you. Massive help!
Thank you so much @tinynocky :) I am working on this now. I tried to do something similar a half dozen times and failed. :( This is exactly what I needed.
Just a quick tip for anyone struggling with the direction of anisotropy direction, which is brilliant btw. The rotation transform of your path has everything do do with this. Freezing rotation transform can fix this if you are having issues with the tutorial or if you need to rotate a strand for any reason. That way you can prevent adding a -1 to your vector transform. Once you freeze the ROT then use the vertex rotate for the direction the hair down the Z axis.
You are such a good teacher, thank you so much.
Thank you! It looks sooo good
amazing tutorial! especially loved the little examples to make it easier to understand and your explanations were great
This is exactly what I needed! Thank you so much
Absolute gem, God bless!
great tutorial, i learned a lot, thanks!
if you open the top right options drop down and click affect only origins you will be able to change the pivot position without needing to go through the complicated 3D cursor buisness, i bind that function to 'd' but I also have it in my quick favourites
this worked really well thank you, and if you can make the skin shader of this in arcane style, I would really appreciate it
Cool , nice tips for that transition along z 👌
wonderful tutorial
Thank you for sharing this 👏. Very useful and well explained! Sub right away
Thanks a lot for the video !
Good stuff, I followed the whole thing!
Peak.
lol I was actually looking at the LightningBoy take on the Arcane hair not too long ago trying to figure it out; I get that Fortiche did Xgen hair but I don't need my computer imploding
Curious for animation specifically; Would we convert the curves to mesh, or just keep them corves? And would changing the profile mess anything up, like for curls, flat/square bangs or a tamer hairstyle? Totally appreciate all of the info, it's really insightful
I don't work a lot with animation, but if I were to, I would convert the curves to mesh
as long as your UVs are unwrapped properly it will work! just ensure that the UV islands are arranged in a way where the root of the hair starts from the left, and the tip ends on the right
keep in mind, twisting your mesh will result in the shader twisting as well. here's what I mean: x.com/tinynocky/status/1870410148109598745
@@tinynocky Fair fair, thanks for the feedback, it really does open eyes on how things are done
Also thanks for the ayaya on the TinyEye, lifesaver basically
More specifically Fortiche used Yeti inside of Maya (You can see the UI in the behind the scenes, "Arcane: Bridging the Rift | Part 3 " Minute 3:14) , it's rather easy to nail the style using that, I'm not sure how they approached it but I found you can model the hair in shapes, then use the edges and turn them into curves and use them as guides.
@@leostrauss9376 Ohoo fair fair, duly noted!
If I wanted the edges of the specular be a more vibrant color than the middle of it, how could I do that? I've noticed that in sunlight on dark blond hair, there's a thin, almost copper-like sheen right between the brightest, almost white specular, and the main hair.
1. you could use a fresnel/layer weight node to get a mask that wraps around the curve, use a colour ramp/map range to adjust the contrast of the mask
2. use this mask to either control the value of the saturation of Hue/Sat/Val or throw it into a mix colour node and pick your desired colours
@@tinynocky Thanks!
Hello tinynocky, thanks for the great tutorial, it was very helpful! But i have a question: for some reason my hair texture turned out looking like a plastic, how do i fix that?
It looks normal in Material Preview meanwhile in Cycles render it has that plastic look, i tried to improve Roughness but still doesn't look like your final result. And again, thanks for the tutorial.
58:45 Me And My Old Projects
I am a beginner on blender and i love blender any tips brother?
What if you wanna add another color? Then the 2
can this be exported outside of blender and into engines like unity, roblox, godot, etc? or is this just a blender-only thing
blender only!
@@tinynocky I'm little knowledgeable in this field but can't the nodes just be applied and then the hair be exported as fbx containing all the data ? I don't understand why this is a nlender only and can't be exported outside of software. Thank you for the time dedicated!
@@Unveriefable the main reason why I said it was meant to be used in blender only is because of the vector transform node trick that emulates the fake anisotropic specular. this was meant to make up for the lack of anisotropic support in EEVEE.
however, you could technically export out the maps and throw it into any software that supports anisotropy and it will work, but of course it's not going to look the same. since I put out this live tutorial, I've learnt quite a bit! check out this thread on twitter/x, you'll roughly see what this set up (without the vector transform node trick) would look like on an anisotropic shader x.com/slipgatecentral/status/1875721298745376922
@@tinynocky I see, I really appreciate the in depth response, it shows how passionate you are, have a blessed day
I wonder if it's worth trying to add "Layer weight" via Facing to highlights.
Is there a way to make the ends blurry?
i would love a condensed/ edited version of this hehe
Does this exist in maya ?
我尝试 还原huan'yuLightningBoy 对 Arcane风格头发的制作,但是版本是4.3,和教程有些差异性,我想知道能否在maya中还原arcane的风格,我不了解MAYA的材质,也没有找到maya方面的风格模仿
Hey how's it going? Can this material be exported to unity?
According to another comment, any engine supporting anisotropic filtering should work if the FBX file contains all the data, but might not look the same, so it'll likely need tweaking.