Hair Simulation with the new hair system in Blender | 3.6 and +

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  • Опубліковано 15 вер 2024

КОМЕНТАРІ • 71

  • @Varamthir
    @Varamthir 18 днів тому

    Amazing setup! Helped me with simmulating full on spartan helmet hair with the proxies. The result is amazing and so epic! I adjusted the Pin group so that more of the hair segments are pinned to achieve this "stiff look", and so that only the tips of hair are moving with animation and physics. Thank You for this video!

  • @jollyroger357
    @jollyroger357 6 місяців тому +4

    I feel like I've been looking for ages on a good way to make the geonodes hair controllable by an armature! Thanks for this

  • @Awesome3D
    @Awesome3D 8 місяців тому +1

    Thanks for the amazing tutorial! I've been trying to figure out how to do this!

    • @rakenval
      @rakenval  8 місяців тому +1

      You're welcome ! :)

  • @mengqinu3236
    @mengqinu3236 8 місяців тому

    Thank you very much for sharing, I had no success using hair dynamics before you

    • @rakenval
      @rakenval  8 місяців тому

      You're welcome ^^

  • @STILLTHINKING656
    @STILLTHINKING656 8 місяців тому

    yooo. awesome and helpful. thanks bro, imma wait for your next content. cheer up!

    • @rakenval
      @rakenval  8 місяців тому

      Thanks, I'll resume posting videos after the holiday period ^^
      Cheers!

  • @pillarsong7351
    @pillarsong7351 3 місяці тому

    I LUV YOU!!!!!

  • @rizwanzaman1793
    @rizwanzaman1793 10 місяців тому +2

    Hi, I have two questions:
    How did you make the skin texture? It looks really good! Was it texture painting?
    Can you texture the hair to change its color/make it stylized?

    • @rakenval
      @rakenval  10 місяців тому +1

      Hi ! Yes, the skin is hand-painted.
      As for the hair, the color can be changed since it's made with a color ramp. You can even play with the Curve Info node to get strands of different colors.
      I'm not sure what you mean by making it stylized, but stuff like specular and translucency can also be tweaked to obtain different styles. It's fully procedural (but using textures is possible) ^^

  • @baisa089
    @baisa089 10 місяців тому +1

    Hello, I'm particularly interested in how you made your hair texture? This is my favorite stylized character's hair effect, and I want to make similar anime characters.

    • @baisa089
      @baisa089 10 місяців тому

      Thank you!

    • @rakenval
      @rakenval  10 місяців тому +4

      Hello ! It was inspired by the tutorial on Lightning boy studio' channel, if you want to make anime characters you should definitely check their channel out !
      You can also get a similar shader in the free demo file I put on gumroad (the blond hair)
      Glad you like it ^^

  • @user-gu5hs8nr3w
    @user-gu5hs8nr3w 4 місяці тому

    Thank you for great tutorial! I tried this but I have a problem.
    Even if the number of hair curve segment is 8, I converted hair curve to mesh then the number of mesh vertices is huge number (over 80)
    Do you know how can I solve this?

    • @rakenval
      @rakenval  4 місяці тому +1

      Yes, I do not know why this happens, but the fix is to resampke the hair curves to the correct number (in your case it would be 8), by using and applying a Resample Curve node
      If you convert right after applying the issue shouldnt occur

  • @user-fj8rs5eo2g
    @user-fj8rs5eo2g 6 місяців тому

    sir,i got a problem that surface deform target contains invalid polygons,buy why?

    • @user-fj8rs5eo2g
      @user-fj8rs5eo2g 6 місяців тому

      never mind ,figur out, thank your sharing

  • @travissullarts
    @travissullarts 3 місяці тому

    This tutorial is awesome! But Im trying to apply this to the tail of a character, the fur is squirrel like. I dont need cloth sim, I just want the hair to move well with the tail so I only have a proxy. I have the proxy with a surface deform on it thats connected to the body, but when I move the tail rotationally, the hair moves WAY to much now lol. Ive been trying to find what is causing the issue and I think it has to do with the set position node thats in the follow proxy. Do you happen to know how to fix this? Thanks =)

    • @travissullarts
      @travissullarts 3 місяці тому

      I think I may have figured it out. Not sure if its the correct fix. But what I did is, I made all the vertices 100% weight painted on the Root Vertex and rebinded the proxy to the body with no vertex groupings on the surface deform, and decreased the strength. The proxys wont follow exactly with the mesh, especially if you have the strength very low, but it seems to do the job.

    • @rakenval
      @rakenval  3 місяці тому +1

      That's weird
      The Set position node is supposed to override previous transformation/defomation affecting the hair curves
      Is the proxy also affected by an armature modifier, and to which object is it parented to ?
      I Know having an armature after a surface deform can cause double transformation issues, but apart from this I don't have any other guesses
      It should be 100% possible for the fur to follow the tail correctly

    • @travissullarts
      @travissullarts 3 місяці тому

      @@rakenval So the fix I stated above caused some more issues. But without the fix I currently have just the surface deform target to the body with a strength of 1. The proxy curves seem to follow the tail without any issues. But the children seem to go way out of control. Should I use an armature modifier instead?

    • @travissullarts
      @travissullarts 3 місяці тому

      Ok, so I made a few mistakes and also corrected a few problems. Main problem was that the follow proxy wasn't underneath the surface deform. I fixed that, but it caused another issue. The guides would move with the tail, but the children stayed in place. To fix that, I had to disable Surface Rest Position in the Interpolate Hair Curves Modifier. Then after that, add a Surface Deform in the proxys with the default settings, Target the Body and then bind.

    • @rakenval
      @rakenval  3 місяці тому +1

      Glad you resolved it, well done 👍
      The Interpolate Hair modifier can be a bit tricky to work with sometimes

  • @applebottoms881
    @applebottoms881 10 місяців тому +1

    Do you also have a detailed tutorial on how you made the hair using the new hair system as well?

    • @rakenval
      @rakenval  10 місяців тому +3

      Not yet, but I could make one soon👍

    • @applebottoms881
      @applebottoms881 10 місяців тому +2

      @@rakenval That would be great! Looking forward to it !!!

    • @rakenval
      @rakenval  10 місяців тому +3

      Would you prefer to see the exact same haircut as in the video or some other hairstyles ?

    • @applebottoms881
      @applebottoms881 10 місяців тому

      Making a tutorial on the same hairstyle is preferred as it will go well with the current video. However, it is totally up to you as it is your channel :)

    • @rakenval
      @rakenval  10 місяців тому +3

      Okay okay, I'll probably make two or three anyway ^^

  • @enterchannelname2508
    @enterchannelname2508 6 місяців тому

    Is there any way to make the proxy move with an armature? If I move an armature the hair follows, but the proxy stays behind. Is there anyway to constrain the roots of the proxy to their initial location in relation to the mesh? Similar to how the hair system's roots stay with the mesh?

    • @rakenval
      @rakenval  6 місяців тому

      Proxies should be parented to either the character or the scalp mesh
      That way they should follow along
      But if you have cloth sim enabled and are moving the character after the sim was baked, it won't follow because the bake overides evrything

    • @Michael-md1zj
      @Michael-md1zj 3 місяці тому

      @@rakenval Yeah i'm having the same problem

    • @Michael-md1zj
      @Michael-md1zj 3 місяці тому

      I figured it out. With the proxy material, you'll want to add an object constraint. Select 'Child Of,' then set the target to be the armature and the bone to be the head.

  • @drewh9717
    @drewh9717 5 місяців тому

    The proxy method doesnn't seem to work with rigged meshes too well

    • @rakenval
      @rakenval  5 місяців тому

      I suppose it depends on how you're using the proxies
      I haven't explored using it for fur or stuff like that very much so I suppose you could run into some issue there
      but for haircuts I don't have any problems with my charas (the scalp mesh isn't deforming so it easier)
      May I ask what is the issue more precisely ?

  • @Animal3DStudios
    @Animal3DStudios 3 місяці тому

    Nice! But after applying the create roots group modifier I get "Evaluated geometry from modifier does not contain curves"

    • @rakenval
      @rakenval  3 місяці тому

      That's weird 🤔
      Are you sure you applied the group before extruding the lines into thin planes ?

    • @Animal3DStudios
      @Animal3DStudios 3 місяці тому

      @@rakenval forgot to convert the proxy mesh thanks.

    • @Animal3DStudios
      @Animal3DStudios 3 місяці тому

      @@rakenval I don't know what im doing wrong, but when i press the play button in the timeline, nothing happens

    • @rakenval
      @rakenval  3 місяці тому

      make sure you extruded the proxy into planes and that the cloth sim is enabled and using a proper pin group
      It's kind of hard to guess the issue just like that ^^'

    • @Animal3DStudios
      @Animal3DStudios 3 місяці тому +1

      @@rakenval I fixed it! I extruded it from the side view and not in the x/y axis (by pressing z at the same time as e)

  • @cahyaaa
    @cahyaaa 5 місяців тому

    can i kiss you? thank u so much for the tutorial man.. i learned a lot from this video

  • @stephenjetwynn9312
    @stephenjetwynn9312 7 місяців тому

    Hi - how well does this hair method translate to other programs like Unreal 5?

    • @rakenval
      @rakenval  7 місяців тому +1

      I'm not sure actually...
      I know you can export the curves as an alembic file to import it into Unreal, but past that step, its quite hard to get them to look the same as in Blender. The shader and the thickness of the strands is hard to replicate there. Not sure Unreal has hair tool similar to the hair modifiers either
      That being said I'm not very experienced with Unreal

    • @stephenjetwynn9312
      @stephenjetwynn9312 7 місяців тому

      @@rakenval Thanks for the feedback! It's greatly appreciated!

  • @eugenekrutoy1475
    @eugenekrutoy1475 9 місяців тому

    Раньше можно было просто кнопку нажать. Dynamic hair. (

    • @rakenval
      @rakenval  9 місяців тому

      Ye, I'm hopeful a similar simulation option will be added to the new system eventually

  • @cahyaaa
    @cahyaaa 5 місяців тому

    hi rakenval, i use this method for animating the hair. but when render in cycle. the hair always been off or messed up.. is this problem happen for u too?
    i try evee, and it render like normal only in cycle it became messed up..

    • @rakenval
      @rakenval  5 місяців тому

      Hey ! Sadly I do not use Cylces so I wouldn't really know, but it's weird though, I don't think the render engine should be affecting the simulation...What do you mean by "messed up" ?

  • @Michael-md1zj
    @Michael-md1zj 3 місяці тому

    do i create a root group node for the proxy mesh or the hair curves?

    • @rakenval
      @rakenval  3 місяці тому +1

      for the proxy, since it's the one you're going to work with for simulation and / or rigging

    • @Michael-md1zj
      @Michael-md1zj 3 місяці тому

      @@rakenval Okay whenever i add the cloth physics the mesh just falls off the head it doesnt stay attached to the head

    • @rakenval
      @rakenval  3 місяці тому +1

      @@Michael-md1zj Are you sure the root group is entered as the Pin vertex group in the cloth settings ? And if so, make sure the vertices at the root of your strands are assigned to the group with a value of 1

    • @Michael-md1zj
      @Michael-md1zj 3 місяці тому

      @@rakenval what do you mean root group is entered as the Pin vertex group in the cloth settings? As soon as i select the cloth physic the hair just falls and any adjustments i do in the cloth settings does nothing to the hair. What group are you talking about that the vertices need to be assigned to? I thought if you create the group root geometry node you can skip the selecting the root vertices that you did at 2:23

    • @Michael-md1zj
      @Michael-md1zj 3 місяці тому

      @@rakenval well idk why but its working now i guess when you press play itll snap right onto the sphere for whatever reason. I did go into the cloth setting and added the pin vortex and also added the collision physic to the sphere.

  • @Gabi-nn6xu
    @Gabi-nn6xu 8 місяців тому

    can this be applied to hair cards too??

    • @rakenval
      @rakenval  8 місяців тому +1

      Yes, you don't even need proxies with hair cards, just add simulation direclty to them ^^

    • @Gabi-nn6xu
      @Gabi-nn6xu 7 місяців тому +1

      oooh that's great, THANK YOU@@rakenval

  • @navich3416
    @navich3416 3 місяці тому

    how to bind this to rig?

    • @rakenval
      @rakenval  3 місяці тому +1

      For a hair groom, parenting it to the head bone of the rig should suffice
      For fur it's trickier, but a surface deform modifier seems to be a good option

    • @Animal3DStudios
      @Animal3DStudios 3 місяці тому

      @@rakenval Surface deform wont use concave polygons :/

    • @rakenval
      @rakenval  3 місяці тому

      Add a triangulate modifier to the target, do the binding, and then remove the triangulate

    • @Animal3DStudios
      @Animal3DStudios 3 місяці тому

      @@rakenval you have been extraordinarily helpful, thank you.

  • @aminuteofhappiness6852
    @aminuteofhappiness6852 5 місяців тому

    Good tutorial but it's way too fast.

    • @rakenval
      @rakenval  5 місяців тому

      Sorry to hear that, I'll try to be careful with future ones

  • @allenmeyer2912
    @allenmeyer2912 8 місяців тому

    Promo sm