cant wait to try this! I've been looking for an easier method of creating stylized hair for a while...think I just stumbled upon the best solution. Everyone MUST check this out
Wow, dude. This is awesome! Please keep making these kinds of tutorial. It's a life-saver, no doubt. Also, I really like how your face cam reacts when you speak. That's clever.
Yeah, not being able to add/extrude more points or change curve resolution on the fly is why I still use Path curves for stylised hairs (I need those to optimisation - game asset). But your node setup works well on those too ! I add the curve info tilt/radius before setting it in your geonode tree..that way I can still tweak each individual point in edit mode !
What worked for me was to try different values on the "Map Range" node right next to the "Main Thickness" box in the Geometry Nodes. I Set "To Min" to 0 and then in the Surface Deform modifier I set Profile Resolution to 2. This way my curve has the exact same amount of edges as the Profile. You can try different combinations of these settings to get your desired result. I only use a rectangular shape for my hair so with these settings I was able to the recreate the shape. You should also watch out that you don't set the "Points per curve" to a too low setting when adding new curves, else you won't be able to groom the hair anymore.
Hello, thanks a lot for the video. This made the job much easier. I have a question regarding the use of the symmetry function in an active tool. When I try to place the curves with it, they look mirror opposite to each other, is there any way to fix this?
Hello, are you talking about stuff like counter-rotating curves and mirror profiles? Sadly, using this method, you can't control different hair strands individually, if they are in one "curves" object. That's why I duplicate the strand, so that each one has individual modifier instance. You have to place them manually and groom them one at a time, if you want a symmetrical hairstyle. Alternatively, you can use a simple round profile, so that it doesn't matter that it's mirrored.
It shouldn't be about the topology, as long as you have a UV map for it. It probably is because your base mesh is too dense, try lowering the poly count.
If you download the latest version, you can use the Curve Resolution options to determine how dense you want the geometry. You can get it here: deanzarkov.gumroad.com/l/xnpjz . If you build the node tree yourself, add a "Resample Curve" node to the hair curve and the profile curve.
I'm sure you can! Just remember, if you export to another software, you should convert your hair curves to meshes, and also you can use the auto armature generation to help with the rig creation :)
When I sculpt a bit then use edit mode to move some of the curve's points, I cant sculpt anything after, the sculpt brushes just dont work anymore, is there something I need to do to make it work again in sculpt mode?
Yes, you have de-selected the curve points. Use the 'Paint Selection' brush in sculpt mode to select the curve, or just hit 'A' while in sculpt mode, to select all points. Then it should work.
You can convert the generated geometry to a mesh and then rig it, using your normal rigging process. Just keep an eye to the resolution when you convert to a mesh. You can set a custom resolution to any curve in Geometry Nodes (hair curve, profile curve, etc), using a 'Resample Curve' node.
I can't do it, I master the technique without any problem but all the curved hair has only one destination, the trash, I have no artistic talent. I would like to try hair with plans and alpha but I can't find an in-depth tutorial on the issue, are you thinking of doing one? Or if anyone has links for that I'm interested.
cant wait to try this! I've been looking for an easier method of creating stylized hair for a while...think I just stumbled upon the best solution. Everyone MUST check this out
Wow, dude. This is awesome! Please keep making these kinds of tutorial. It's a life-saver, no doubt. Also, I really like how your face cam reacts when you speak. That's clever.
Yeah, not being able to add/extrude more points or change curve resolution on the fly is why I still use Path curves for stylised hairs (I need those to optimisation - game asset).
But your node setup works well on those too ! I add the curve info tilt/radius before setting it in your geonode tree..that way I can still tweak each individual point in edit mode !
What worked for me was to try different values on the "Map Range" node right next to the "Main Thickness" box in the Geometry Nodes. I Set "To Min" to 0 and then in the Surface Deform modifier I set Profile Resolution to 2. This way my curve has the exact same amount of edges as the Profile. You can try different combinations of these settings to get your desired result. I only use a rectangular shape for my hair so with these settings I was able to the recreate the shape.
You should also watch out that you don't set the "Points per curve" to a too low setting when adding new curves, else you won't be able to groom the hair anymore.
A really cool tutorial!! Thank you, it's exactly what i needed!! Can't wait to try it hehe
This is amazing! ❤
💜💜💜
Thank U so much!!
Hello, thanks a lot for the video. This made the job much easier. I have a question regarding the use of the symmetry function in an active tool. When I try to place the curves with it, they look mirror opposite to each other, is there any way to fix this?
Hello, are you talking about stuff like counter-rotating curves and mirror profiles? Sadly, using this method, you can't control different hair strands individually, if they are in one "curves" object. That's why I duplicate the strand, so that each one has individual modifier instance. You have to place them manually and groom them one at a time, if you want a symmetrical hairstyle. Alternatively, you can use a simple round profile, so that it doesn't matter that it's mirrored.
does the surface deform need a clean topology for the slide brush to work without lagging?
It shouldn't be about the topology, as long as you have a UV map for it. It probably is because your base mesh is too dense, try lowering the poly count.
im super noob but gonna try dis
Hi Dean, I wonder how can i reduce the resolution? visual geometry to mesh creates highly dense mesh. Thanks
If you download the latest version, you can use the Curve Resolution options to determine how dense you want the geometry. You can get it here: deanzarkov.gumroad.com/l/xnpjz . If you build the node tree yourself, add a "Resample Curve" node to the hair curve and the profile curve.
can this be used on hair for Decentraland ? please & thank you XOXO
I'm sure you can! Just remember, if you export to another software, you should convert your hair curves to meshes, and also you can use the auto armature generation to help with the rig creation :)
When I sculpt a bit then use edit mode to move some of the curve's points, I cant sculpt anything after, the sculpt brushes just dont work anymore, is there something I need to do to make it work again in sculpt mode?
Yes, you have de-selected the curve points. Use the 'Paint Selection' brush in sculpt mode to select the curve, or just hit 'A' while in sculpt mode, to select all points. Then it should work.
@@denoa3D Thanks~
How then do we rig these to have physics or import into a game engine.
You can convert the generated geometry to a mesh and then rig it, using your normal rigging process. Just keep an eye to the resolution when you convert to a mesh. You can set a custom resolution to any curve in Geometry Nodes (hair curve, profile curve, etc), using a 'Resample Curve' node.
I can't do it, I master the technique without any problem but all the curved hair has only one destination, the trash, I have no artistic talent. I would like to try hair with plans and alpha but I can't find an in-depth tutorial on the issue, are you thinking of doing one? Or if anyone has links for that I'm interested.
Yep, I will do a full character tutorial, using this type of hair, you can look out for that!