Ive seen many blender tutorials and yours is simply the best ive seen so far, the way you speak, explain things, go through everything even the little details without making movements that could confuse the user etc.. I loved it, keep up the good work mate!
Glad Physics seems to be working. Now just have to figure out how keep it from falling into the model when it's moving. Maybe weight paint the base to keep it from flexing to heavily?
Try changing your "outer face thickness" in the cloth soft body settings. Otherwise you can place a duplicated emitter over the original one , change object settings to disable ray visibility. After this you can change your duplicated emitters display mode from "textured" to "bounds". Enable collision. Do not add hair to the duplicated mesh. If you do, delete it. Only leave it on the original emitter.
For me the hair explodes on collision. This is a known problem in Blender 2.8 and the Blender developer forum says they are working on it, but for now keep the quality steps at 1 to fix this.
I have a question if somebody could help! Do we need hair dynamics enabled, all the time or we must enable it while starting the animation? My problem is that in particle edit mode i can work better with hair dynamics disabled. So can i keep it off while editing and open it later? 😅
Interpolated children give a better look it distributes them to follow the Parent and the closest parent so you get fur/ hair that will follow a soft curve and hide more spaces rather than clumps that follow a single strand
@@AlternativeOutcastI was using an older version of 2.8 so first I had to update to the latest version of blender 2.8, then instead of using cubes as the platforms I just used a plane with the solidify modifier to make it look like a cube and it seemed to fix it. It seems that the hair in 2.8 is just really glitchy right know, and it seems that they are trying to fix it, so let's hope its soon.
@@skookathing Yeah imma just put a hold on this one. Even after updating and doing as you said and trying other methods it got a bit better but most of the times if the hair interacts with an object it'll be fine but as soon as it hits the other even with the same settings it'll go wild and just make the hair disappear. Thanks anyways.
@@skookathing I hope they do fix this but after changing so many settings I think it's starting to look like it should have since the beginning. Thanks a lot. I'm gonna keep working on projects like these to get the hang of Blender. Learning so much it's exciting (:
I've tried to follow this tutorial several times, and I always seem to end up with odd results. Most notably that my soft body (I mean the one in the program) gets a bald spot everytime it bounces.
www.thorkil.pl/hellenistic_helmet_eng.htm do you consider modeling this type of helmet. I have some hair crest examples for it as well. Interested to see how to do that in blender as well.
Ive seen many blender tutorials and yours is simply the best ive seen so far, the way you speak, explain things, go through everything even the little details without making movements that could confuse the user etc.. I loved it, keep up the good work mate!
Thx for the tutorial. I've been wondering how to make particle hair interact with hat's and hoods. Could you make one on this topic?
I have learnt so much not just how to simulate hair. you're an amazing tutor, god bless you.
Glad Physics seems to be working. Now just have to figure out how keep it from falling into the model when it's moving. Maybe weight paint the base to keep it from flexing to heavily?
Great Tutorial: Clear, informative, good-targeted ! Thank you !
0:06 It's wild Mike from Barnyard!
The greatest scene in movie history. ua-cam.com/video/dESEzQf_C0k/v-deo.html
wut ?
I noticed during your render and mine that the hair went through the icosphere, is there a way to fix that? like a self-collision option?
Try changing your "outer face thickness" in the cloth soft body settings. Otherwise you can place a duplicated emitter over the original one , change object settings to disable ray visibility. After this you can change your duplicated emitters display mode from "textured" to "bounds".
Enable collision. Do not add hair to the duplicated mesh. If you do, delete it. Only leave it on the original emitter.
@@EDITMODE hey can you explain a bit in more detail pls? Is all of this under the particles panel only?
Thanks m8 now i just want to wait 4.5 years to render :D it looks B..E..A..utiful.
Grande. Bel tutorial chiaro e semplice.
Grazie!
Excellent tutorial! You rock.
Now, how would I get that hair-simulation on a 3D model of a head? For, you know... hair...
you can apply it to the head but only make it render the part you want. im sure you can find a tutorial for it on youtube
Still an incredibly useful tutorial
For any newbies out there this is not blender 2.8 and make sure that you change the thing in the middle top that says blender render to cycles render.
How do you make a soft object bounce off a surface without it sticking and staying in place in Blender 2.78?
Thanks
hi sir can you make a tutorial of a floating hair like in space or under water scene
Just a question , but if i would export this to unity the hair will still going to work ?
any video about it with 2.8?
ty
Nice work
For me the hair explodes on collision. This is a known problem in Blender 2.8 and the Blender developer forum says they are working on it, but for now keep the quality steps at 1 to fix this.
Very useful! Thanks
Thanks! Really cool!
I have a question if somebody could help! Do we need hair dynamics enabled, all the time or we must enable it while starting the animation?
My problem is that in particle edit mode i can work better with hair dynamics disabled. So can i keep it off while editing and open it later? 😅
I change my outer for the collisions, but my icosphere still sticks to the first one???
Try changing the outer for the ramp as well. Make sure they are pretty high values.
Thanks!
Interpolated children give a better look it distributes them to follow the Parent and the closest parent so you get fur/ hair that will follow a soft curve and hide more spaces rather than clumps that follow a single strand
When ever the ball hits the any slant with the hair dynamics on, it just freaks out and disappears.
Same, did you find a fix?
@@AlternativeOutcastI was using an older version of 2.8 so first I had to update to the latest version of blender 2.8, then instead of using cubes as the platforms I just used a plane with the solidify modifier to make it look like a cube and it seemed to fix it.
It seems that the hair in 2.8 is just really glitchy right know, and it seems that they are trying to fix it, so let's hope its soon.
@@skookathing Yeah imma just put a hold on this one. Even after updating and doing as you said and trying other methods it got a bit better but most of the times if the hair interacts with an object it'll be fine but as soon as it hits the other even with the same settings it'll go wild and just make the hair disappear. Thanks anyways.
@@AlternativeOutcast you can always just use 2.79 if you really need too, because it should work fine.
@@skookathing I hope they do fix this but after changing so many settings I think it's starting to look like it should have since the beginning. Thanks a lot. I'm gonna keep working on projects like these to get the hang of Blender. Learning so much it's exciting (:
I've tried to follow this tutorial several times, and I always seem to end up with odd results. Most notably that my soft body (I mean the one in the program) gets a bald spot everytime it bounces.
Nice tips
Mine works, but it's behaving quite differently with the same parameters as the instructor.
有字幕好评
www.thorkil.pl/hellenistic_helmet_eng.htm
do you consider modeling this type of helmet. I have some hair crest examples for it as well. Interested to see how to do that in blender as well.
awesome
Nice. but difference blender. I dont see any soft body goal.
*touch*
666
30 samples wth
Nice tips