This was really good, and it's good to see it live. As I've noticed I'm being way to sparse with my guide curves and have little to low point count. I it's good to see how much you add, then hoping the interpolation system guessing. It's a good trick to use the interpolation as a preview. Excited for part 2
I've seen other videos, where they set guide curves as a boundary and then start filling it. This way, the guides act as a sort of domain ir border so to say.. basically, the more guides you setz the more precise the interpolation works. It basically looks a neighboring hairs. So the more guides you set, less guess work takes poace
Hello smay, first of all, thank you for the detailed description of how to create realistic hair, this will help me get a lot further with my project. Unfortunately, there is also something in this video that has made me impatient with other videos on this difficult topic: these are these undescribed and incomprehensible jumps to new views in Blender. This software is very complex, and from my point of view it is simply necessary to describe how you can e.g. at 9:13 of the video you suddenly opened the node editor, and especially which one it is... I'm not a Blender specialist (yet), and once again I'm faced with the puzzle of how to achieve this view. I think that things like the basic configuration of a video documentation already belong in the video description so that you have the option, for example. to retrace your steps…a normal user such as I usually spend minutes, sometimes hours, trying to find the view that fits your description, sorry.
Hi! Thank you so much for this series of video. I'm currently trying out your method on a mesh and was wondering what you settings you are using to make your hair guides look thicker in the viewport? That seems way easier to deal with than the thin default curves
Would be nice to share the base mesh, so folks can follow along. I see people asking about it. One could always use their own model. But having the same model as you would be really nice
Yeah, you can add a geo nodes to them with a resample curve. After applying that modifier you will probably have to snap them again to nearest our deform surface (you can do this only in sculpt mode for dinner reason).
Thank you for making the tutorial. I'm having problem grooming on the entire head model (instead of a separate scalp object), combing the hair curves that were added on a full head is very slow. If I duplicate the head (same UV), delete all faces except a scalp and add hair curves on it while the original head model is present in the viewport, the performance is normal again. So it seems my Blender 4.1.1 is only having performance issue grooming on a full hair model. My head mesh has 64k tris, I have a fairly powerful computer.
Hello !!! yes it is indeed recommended not to groom on the full geometry out of performance reasons. And if you do only the groom for the top hair, it is absolutely reasonable. For me however if I also want to add eye brows, a beard, and peach fuzz I'm ending up to using pretty much the entire head model already. A little tip, disabling the surface deform modifier in the viewport, speeds up the workflow quite a bit, since it won't constantly check your mesh, and you can work with a lot denser base mesh
@@stefanmayr1983 Thank you for reply. Disabling Surface Deform in viewport instantly improves the performance. I wonder if there's other settings to dial to deal with the performance if I want to groom every bit of hair in a single head mesh like you?
Hmm yeah, unfortunately it's not the fastest hair system. There are a few little other steps to bring back performance tho: - Single udim UV for the groom - lower viewport amount - making sure the curves themselves don't have unnecessarily high resolution - create baking points with the new bake node These are really the main ones i can think of and use but i also wished the overall performance would be improved
I must say, the interpolation with particle hair seemd to work much better. I could hesr it properly, but dis you state it worked weird noe befause of using x-mirroring?
Hi, nice tutorial series. Thank you. Do you happen to know if there´s some bug with using motion blur and geo node hair or is there something I have to do with some of the nodes? Maybe the Interpolate Hair Curves..? If I have motion blur on in the rendersettings some of the hair is dissapairing.
I'm having trouble on making the 2 hair strands symmetrical when I use the Comb brush to move them. They get similar but it's not a 100% symmetrical result, so It's really hard to get them exactly mirrored.
how can you change the length and the size of the strand without the particle system? I'm trying to follow you but my strands are too long and thick. Thank you for your help.
not sure I fully understand, but in terms of length, you got a length brush in the sculpt mode, and the thickness can be adjusted with a hair profile node via geometry nodes...
How do you get your hair curves to display that smoothly? I created my new hair strands with 20 points but I'm only displaying 8 and it looks really choppy.
Hello, in the render properties there is a panel called 'curves' you have display subdivision there. By default it's very low and makes the hair look super low res
Ps next to the object interaction mode menu, which says sculpt, there are 2 icons. These are basically the dametas what oarticlae hair has. That way you can select and elect hair parts to make them active . I noticed you you used some different technique. If you use rmb for selecting, simply click aside and then select the new hair as yiu add it. Im bot sure how this works with left click select since basicLly a left xlick is the same as brushing. I orefer the old right click select method as i lesrned that over a decade ago
Hello, these to icons are the selection method of the hair (either by points or by splines). You can click in empty space to deselect all and the newly created is automatically selected. However this requires to be in selection mode. I just want to save that extra click in use alt+A in any mode to deselect all
Question: When I deselect the guide curves, I can't see the curves at all. In your settings you can see deselected curves as grey. Where is the setting to enable this? Thank you!
Hello. By default blender settings you should be able to see masked curves as dark grey. Can you check if overlays are turned on? Also there is an option in the overlays menu to increase/decrease the darkening
The head_sdr node you have, what is it? Cause I can't get the density map to show up in the viewport but I didn't have anything in the shade editor window when I opened it.
I just packed my shader network to a group, but there is no need for that. In order to have the texture show up in viewport, you can just add any shader and bring the map in with a image texture node and have that one selected
Keep it on a single udim and in order to make it easier to work with, keep it symmetrical. Also make sure they don't overlap, otherwise hair won't work
I haven't done anything to make them thicker. But if you set your curves viewport display to strips in the render properties panel, you can give them any thickness and it will be represented in the viewport
"Can I ask one more question?" You created a new density_mainHair with a black color, but it appears as a gray color in the texturing viewport. It helps visualize the mesh "Can you tell me how you accomplished this?"
On the top right in the viewport you have the overlay options. There you can set it to flat shaded or not. If it's disabled you'll get some specular highlights and see the shape of the mesh better
Hello, under the render properties in the "Curves" panel you can set the viewport visualization to Strip. This then takes thickness of the hair in the viewport into account. So now you can give it a hair profile geometry nodes modifier and make these curves thicker or thinner to your liking.
Why not duplicate the first texture a d than contra paint on it. That way you have the same hairline. I don't know if it matters, as you said you can fix it. But doing it this way, you don't need to fix it, because it's a cope and has the same hairline
I really want you to know that God is gonna bless you greatly for this 😭 I’ve been looking for this type of tutorial for so long 🙌🏾
Ha ha, thanks. I was afraid they are too long and boring
@@stefanmayr1983 oh no, I value detailed turorials!
My curves are not smooth and thick like your how ? Pls help @@stefanmayr1983
your soothing voice and good sounds in BG makes it so good to watch not boring at all also really great break out ... thank you so much for this
thanks for breaking this down step by step, your tutorials go really in depth and the result looks very promising!
Currently the best Blender hair tutorial on UA-cam
Thank you for sharing your expertise. As a newcomer to the 3D field, I found this video to be a valuable resource for the next generation.
Thank you for this! I've always struggled with hair so a step by step of this process from you is such a gift :')
This is amazing! Thank you so much for sharing your knowledge 🔥👏👏
really interesting and very helpful, thank you for posting these, there's so little info on Blender's hair system, this is gold
Thank you for doing these tutorials!
The result is amazing
Thank you for this tutorial series! Excellent content!
This was really good, and it's good to see it live.
As I've noticed I'm being way to sparse with my guide curves and have little to low point count. I it's good to see how much you add, then hoping the interpolation system guessing.
It's a good trick to use the interpolation as a preview.
Excited for part 2
I've seen other videos, where they set guide curves as a boundary and then start filling it. This way, the guides act as a sort of domain ir border so to say.. basically, the more guides you setz the more precise the interpolation works. It basically looks a neighboring hairs. So the more guides you set, less guess work takes poace
What a great tutorial. I can't wait to see the next one
Hello smay, first of all, thank you for the detailed description of how to create realistic hair, this will help me get a lot further with my project.
Unfortunately, there is also something in this video that has made me impatient with other videos on this difficult topic: these are these undescribed and incomprehensible jumps to new views in Blender. This software is very complex, and from my point of view it is simply necessary to describe how you can e.g. at 9:13 of the video you suddenly opened the node editor, and especially which one it is... I'm not a Blender specialist (yet), and once again I'm faced with the puzzle of how to achieve this view.
I think that things like the basic configuration of a video documentation already belong in the video description so that you have the option, for example. to retrace your steps…a normal user such as I usually spend minutes, sometimes hours, trying to find the view that fits your description, sorry.
You have the perfect voice for a relaxing Animal Planet Documentary Series
Ha ha ha, I'll keep that in mind 😜
@@stefanmayr1983 That's exactly what I thought too, just listening to you is ASMR...🤤 Plus, it's totally legit because it's instructive as well 😆
This really is superb.
wonderfull tutorial,, the quality of this hair looks like made in maya with yeti, wonderfull
Thanks a lot Bro. you're HERO. literally lifesaver!
Very helpfull - Thanks a lot
Hi! Thank you so much for this series of video. I'm currently trying out your method on a mesh and was wondering what you settings you are using to make your hair guides look thicker in the viewport? That seems way easier to deal with than the thin default curves
Very nice tutorial series! Would be cool if you combine all the 4 parts in one playlist (more comfortable to save it), other than that - subscribed!
Hello and thanks. That should be done now 👍
Would be nice to share the base mesh, so folks can follow along. I see people asking about it. One could always use their own model. But having the same model as you would be really nice
thank you for uploading this video
The best grooming tutorial on YT. I have a question, is there a way to subdivide/unsubdivide the guide curves that already exist?
Yeah, you can add a geo nodes to them with a resample curve. After applying that modifier you will probably have to snap them again to nearest our deform surface (you can do this only in sculpt mode for dinner reason).
@@stefanmayr1983 yes it works fine, many thanks
@@stefanmayr1983 yeah it works!
Amazing tutorial man, the best😌. How do get your guides to look so thick with dark roots, is it a custom geonode setup or something?
Thank you for making the tutorial. I'm having problem grooming on the entire head model (instead of a separate scalp object), combing the hair curves that were added on a full head is very slow. If I duplicate the head (same UV), delete all faces except a scalp and add hair curves on it while the original head model is present in the viewport, the performance is normal again. So it seems my Blender 4.1.1 is only having performance issue grooming on a full hair model. My head mesh has 64k tris, I have a fairly powerful computer.
Hello !!! yes it is indeed recommended not to groom on the full geometry out of performance reasons. And if you do only the groom for the top hair, it is absolutely reasonable. For me however if I also want to add eye brows, a beard, and peach fuzz I'm ending up to using pretty much the entire head model already. A little tip, disabling the surface deform modifier in the viewport, speeds up the workflow quite a bit, since it won't constantly check your mesh, and you can work with a lot denser base mesh
@@stefanmayr1983 Thank you for reply. Disabling Surface Deform in viewport instantly improves the performance. I wonder if there's other settings to dial to deal with the performance if I want to groom every bit of hair in a single head mesh like you?
Hmm yeah, unfortunately it's not the fastest hair system. There are a few little other steps to bring back performance tho:
- Single udim UV for the groom
- lower viewport amount
- making sure the curves themselves don't have unnecessarily high resolution
- create baking points with the new bake node
These are really the main ones i can think of and use but i also wished the overall performance would be improved
@@stefanmayr1983 Understood, cheers🍻
thank you
Where do you get perfect practice head models? Someone tell me please 😭
I must say, the interpolation with particle hair seemd to work much better. I could hesr it properly, but dis you state it worked weird noe befause of using x-mirroring?
Hi, nice tutorial series. Thank you. Do you happen to know if there´s some bug with using motion blur and geo node hair or is there something I have to do with some of the nodes? Maybe the Interpolate Hair Curves..? If I have motion blur on in the rendersettings some of the hair is dissapairing.
Hello and thanks. Hmm i haven't encountered that issue, currently working with 4.2. it's probably worth submitting a bug report
@@stefanmayr1983 ok. I have almost no experince working with geo node hair so it might be me missing something. Anyway, thank you for answering!
I'm having trouble on making the 2 hair strands symmetrical when I use the Comb brush to move them. They get similar but it's not a 100% symmetrical result, so It's really hard to get them exactly mirrored.
awesome tutorial! I just have one issue my guide curves have way less point on them than your smooth ones how did you do that?
Hello, if you go to the render properties tab there is a panel called curves. In there you can increase the curve subdivision
@@stefanmayr1983 wonderful thank you so much for the reply you are amazing!!!!!!
how can you change the length and the size of the strand without the particle system? I'm trying to follow you but my strands are too long and thick. Thank you for your help.
not sure I fully understand, but in terms of length, you got a length brush in the sculpt mode, and the thickness can be adjusted with a hair profile node via geometry nodes...
отличное видео!
Bob Ross of 3D ?
❤
How do you get your hair curves to display that smoothly? I created my new hair strands with 20 points but I'm only displaying 8 and it looks really choppy.
Hello, in the render properties there is a panel called 'curves' you have display subdivision there. By default it's very low and makes the hair look super low res
@@stefanmayr1983 I see that now; thank you!
@@stefanmayr1983 THANK YOU!
Ps next to the object interaction mode menu, which says sculpt, there are 2 icons. These are basically the dametas what oarticlae hair has. That way you can select and elect hair parts to make them active . I noticed you you used some different technique. If you use rmb for selecting, simply click aside and then select the new hair as yiu add it. Im bot sure how this works with left click select since basicLly a left xlick is the same as brushing. I orefer the old right click select method as i lesrned that over a decade ago
Hello, these to icons are the selection method of the hair (either by points or by splines). You can click in empty space to deselect all and the newly created is automatically selected. However this requires to be in selection mode. I just want to save that extra click in use alt+A in any mode to deselect all
Neat.
Question: When I deselect the guide curves, I can't see the curves at all. In your settings you can see deselected curves as grey. Where is the setting to enable this? Thank you!
Hello. By default blender settings you should be able to see masked curves as dark grey. Can you check if overlays are turned on? Also there is an option in the overlays menu to increase/decrease the darkening
Thank you!@@stefanmayr1983
The head_sdr node you have, what is it? Cause I can't get the density map to show up in the viewport but I didn't have anything in the shade editor window when I opened it.
I just packed my shader network to a group, but there is no need for that. In order to have the texture show up in viewport, you can just add any shader and bring the map in with a image texture node and have that one selected
Please tell me how to make groomUV.
Keep it on a single udim and in order to make it easier to work with, keep it symmetrical. Also make sure they don't overlap, otherwise hair won't work
Question: Why do your guide lines look so bold and rounded? How do you do it?
I haven't done anything to make them thicker. But if you set your curves viewport display to strips in the render properties panel, you can give them any thickness and it will be represented in the viewport
@@stefanmayr1983 Thanks
Bro, I have a question. The viewport mesh quality is different in your videos. How can I change that?
Hey, I'm the property panel under render properties you have a "curves" panel in which you can increase the viewport resolution
Thanks, bro 😊
"Can I ask one more question?"
You created a new density_mainHair with a black color, but it appears as a gray color in the texturing viewport. It helps visualize the mesh "Can you tell me how you accomplished this?"
On the top right in the viewport you have the overlay options. There you can set it to flat shaded or not. If it's disabled you'll get some specular highlights and see the shape of the mesh better
@@stefanmayr1983 "Thank you, bro☺
how do you get your hair curves to not look like very thin lines? I can't find anyone explaining this.
Hello, under the render properties in the "Curves" panel you can set the viewport visualization to Strip. This then takes thickness of the hair in the viewport into account. So now you can give it a hair profile geometry nodes modifier and make these curves thicker or thinner to your liking.
Can we simulate hairs with geometry nodes ??? Plzz reply me coz I am in big trouble 😔😔
Hello, unfortunately not at this time yet. There are workaround and hacks, but they are rather tedious
Bro, is this viable for game characters?
Why not duplicate the first texture a d than contra paint on it. That way you have the same hairline. I don't know if it matters, as you said you can fix it. But doing it this way, you don't need to fix it, because it's a cope and has the same hairline
I'm sorry to say but this is complicated as hell. I got stuck and gave up on the second video.
Currently the best Blender hair tutorial on UA-cam