Dude, a suggestion: I (and many other people) NEVER found a good tutorial or course that teaches how to make good feathers in Blender. I'm not referring to individual feathers, but using Blender's hair system to create a bird's feather, for example. It would be a great addition to your channel, especially with this new hair system. Congratulations on the work!
5:04 You can instead use a Vector Math in-between the Randomize Value and the Capture Attribute to multiply the whole vector by a value while leaving the Randomize Value parameters the same. I hope this helps.
For smoother snapping to the body, instead of the selection, you can capture the position before and after the snap and use those to set up a lerp operation (Original-Snapped * Factor) and then use that as an offset in a new set position.
There will most likely be node groups supplied with Blender later to do those basic thing like clumping, duplicating and so on to make it a bit more user friendly.
theres 1 thing the devs need to sort out once and for all and now would be an ideal time to do so. somewhere along the chain a follicle map needs to be generated that matches the hair count and placement poorly aligned or nonexistent follicle displacement is the easiest way to id cgi from real
After playing with it for a while, It would be amazing if you can add an animation parameter in the node tree, to be able to animate the hair as if in a light wind animation. Looking forward to this as an update to your amazing system controls ;)
this is a good tutorial. There is hope for my cat model to someday have hair. My suggestion is to make a second video to this for how to make the hair colored with geometry nodes and maybe another addon that can make dynamic color adjustments.
Hi, nice tutorial, thank you. For the roots attachment to the surface, maybe you could use a more progressive transition by using the curve factor instead of the points indices.
Thank you! Is there a way to add hair dynamics via a node? Also, is there a node that could help to smooth the sharp curve angles (evee curve settings do not help that much)?
Can you make a video that clearly explains for a beginner how to put the hair system and your geometry nodes on a character? I bought the nodes but I can't link them to a character. I followed the tutorial, but I can't manage to use your ready-made knots.
This new 3.3 hair only really works for models that are low poly count. It's just way too laggy for a normal full body character. For example, you cant even feasibly paint and style hair on Genesis 8 Base mesh character without it lagging out. You can split body parts, but that isnt very efficient for workflows and irritating if creating body hair. They really need to fix this.
Great stuff, thanks for sharing the workflow. Question: thinking of animal fur, if I wanted to make a long fur with some patches of mud or snow attached to it, do you think it'd be possible ?
Solved (workaround) Currently it seems Blender exporting doesn't support exporting the curves as of yet. Export workflow - - Convert to Curves - Re-attach to the mesh (and its UV) - Go to curve sculpt mode, and Curves -> Convert to particle system. - Select mesh, and export Alembic
There isnt a way right now to simulate the hair but I know the devs are planing that. Dont know how long it takes. The new system is pretty new. It renders definetly faster and improvements to performance can still be implemented.
Hello! Amazing tutorial and can't wait to play around with this setup! Just downloaded your Gumroad file and appended the Hair system to my own mesh but the hair does not show up in the renderer? I'm using Blender 3.3 and cycles, any help would be appreciated!
I know. This problem have a lot of people. Its verry strange because it's not the case on my mashine. It is propebly a bug of blender since this system is brand new.
Yea that would be great but it is as of right now not really possible. I know that the blender team plans to have physiks nodes for that in the future which will be the solution. But right now there isn't a solution
Great tutorial... much more complicated than the hair system, but I'll be switching. However, I've created eyelashes and they're not following my model when I posed it. Am I missing something obvious? Thanks. (Btw, I am using your hair system.)
If you add new hair they should be pointing exacly like the normal of the face they are on. If you not changed the hair; mayve there is too much displacement?
@@HEYPictures-legacy Thanks for the reply. I don't have any displacement on the model. Even tho the splines are 'tied' to the moving object, only the roots try to stick to the surface while the hair stays in the same place. I'll play around some more and update you when I have figured it out. Thanks again.
In short, what happens: I create new hair (eye lashes in this case) on an animated model. The hair follows the model until I assign your hair system to them. Then they stop following the animated model. I can't figure out which of the nodes are responsible for this. You have any idea?
Update: I've created new eye lashes, but this time, I followed your tutorial. The hair now follows the mesh. The moment I connect them with your hair system, they disconnect from the mesh. Any idea what would cause this? It's too complicated for me to solve. :D
I have a question, does the gumroad version have a commercial license to it or is it a creative license? Apologies if this is obvious I dont usually purchase products, I just love your hair system so much and think it would be perfect for something I'm working on!
@@HEYPictures-legacy A commercial license pretty much just means that I can use this in a product I sell, for example if I made a game and one of the characters I make for the game have hair using the system.
Dude i did the tutorial super nice. I do have some questions and one suggestion. I bought your advanced hair setup and i really love it but it would have been nice for learning purposes if you would have put some labels and stuff in the node tree so you can see what is what. So the first issue i run in to with the tutorial if i render in ccles i dont have the curve options like in eevee you show. And if i go back to cycles and render the hairs are super thick I do have some questions since i use hair more in a abstract way i want to do the following. I have added this simple hair setup to a plane which gives a field of hair. I put the noise factor on 4D so i can animate the hair a bit. But i would like to be able to make the hair move like grass in the wind in a field. So i want to put a noise texture that effects the general direction of the hair. Is this possible and do you have suggestions. Im super new with geonodes so its all a bit daunting
Thank you! Yes captions would be nice. Im currently rerecording all of my tutorials and when I'm on this one, all those things will get added. Also I'm aware of those bugs but that is a problem of blender since everything is pretty new. A wind effect is already something I added but I don't released it. Should be coming with the rerecording in a couple of months on my second channel. You don't need 4d noise. That makes everything super slow. You can use 3D and move it's position around to create wind effects. The wind effect should of course before the hairgrooming system happen. performance wise ;)
@@HEYPictures-legacy ooh okay ill try that out. Im trying to create basicly a field of hair that moves in the “wind” i think ill try and combine your techniques with the techniques of other tutorials like one where they do gras movement with geonodes.
Every question has the right to be asked :) You can just append the hair object from the hairgrooming file to your scene and the you can go to your hair setup and you can create a geometry node modifier and select the hairgrooming geometry nodes tree.
Is there any reason why the gumroad version doesn't work with the Eevee strip curve type? I can only get it to work with strand but I dont like the way that one looks
Thanks for the feedback. On my device it works with strip on Eevee. The material is black but that is because the hair bsdf is not supported on eevee but the hair shape looks like cycles. Maybe it is a bug of blender since the system is extremely new.
@@HEYPictures-legacy Yeah after writing this I popped back in and it started working out of no where. I have idea what I did but I have it saved. Rest of the add on is working great thanks for the reply
does anyone know how to change the width of the hair? when I put the hair on my model its huge and I can't seem to find the way to fix it. thanks in advance
@@HEYPictures-legacy That doesn't convert it to mesh. That converts it to a regular curve. I need to convert it to something I can use in a game engine.
@@HEYPictures-legacy I think so too. Hair physics are such an essential thing that they must be in the Blender Foundation movie that they are working on
Now you can control the tightening and loosening of the roots and ends of the hair through spreading and Tip shape respectively, but there is no node that can control the middle of the hair. Can this function be added in the next update?I sent you two emails a few days ago with no response🥲
Hello bro, I would like to buy a Hairgrooming System from you, but I can’t pay because I’m from Russia, how can I transfer money to you and so that you can send me a file with nodds?
it's only useful for still images/static models. you still need the old particle hair system if you intend to animate the model. and please stop jumping onto the hype train, it's the reason blender has been getting more and more broken every release since 3.0. blender these days basically operates like an MMO game now, just keep shoving in more and more new features and pushing out new releases. even the LTS versions still feel like early access games. if this trend continues, blender is going to turn into a useless piece of junk soon.
Haha please not be so pessimistic. A way for simulating the hair/curves is planed in shape of symulation nodes. The Blender Team has to plan still how that will work but eventually they will be out. Until then the old hair system will be available so no one forces you to use the new system.
Dude, a suggestion: I (and many other people) NEVER found a good tutorial or course that teaches how to make good feathers in Blender. I'm not referring to individual feathers, but using Blender's hair system to create a bird's feather, for example. It would be a great addition to your channel, especially with this new hair system. Congratulations on the work!
Great idea! Lets see :)
Thank you!
@@HEYPictures-legacy This would actually be amazing..
5:04 You can instead use a Vector Math in-between the Randomize Value and the Capture Attribute to multiply the whole vector by a value while leaving the Randomize Value parameters the same. I hope this helps.
For smoother snapping to the body, instead of the selection, you can capture the position before and after the snap and use those to set up a lerp operation (Original-Snapped * Factor) and then use that as an offset in a new set position.
This tutorial is gold!! Congratulations!!!
Thank you :)
Serrr you are a geometry nodes evangelist ! this is one channel which is a one stop shop to learn geometry nodes properly .
Thank you!!!
Excellent tutorial and great addon! I'm buying it today on gumroad! Thanks a lot!
Thank you!
thank you! Love your english it sounds so good and I understood all.
Thanks for sharing. Very helpful!
There will most likely be node groups supplied with Blender later to do those basic thing like clumping, duplicating and so on to make it a bit more user friendly.
Would be great🖒
theres 1 thing the devs need to sort out once and for all and now would be an ideal time to do so. somewhere along the chain a follicle map needs to be generated that matches the hair count and placement poorly aligned or nonexistent follicle displacement is the easiest way to id cgi from real
Im shure devs are planing something like that but im not shure if it is successfull.
dynamics. wind blowing hair . body moments moving hair etc.
beautiful effort my friend! I'm happy to support you! keep creating :)
After playing with it for a while, It would be amazing if you can add an animation parameter in the node tree, to be able to animate the hair as if in a light wind animation. Looking forward to this as an update to your amazing system controls ;)
Im happy to hear that. Thank you verry much!
That is a nice idea! Should be reatively easy. Thank you
@@HEYPictures-legacy You're welcome and thank you for working on this! Looking forward then :)
Nice, thanks! I'd get it off of gumroad if it recreated some of the kink options, like wave and curl.
this is a good tutorial. There is hope for my cat model to someday have hair. My suggestion is to make a second video to this for how to make the hair colored with geometry nodes and maybe another addon that can make dynamic color adjustments.
Thank you! Yes I had to switch my channel. On my new channel I will someday upload an updated version
man, i love you !
Very cool system!
Hi, nice tutorial, thank you.
For the roots attachment to the surface, maybe you could use a more progressive transition by using the curve factor instead of the points indices.
Thank you
Do you mean with curve factor the value from 1 at the end of the curve to the value 0 on the beginning?
@@HEYPictures-legacy yes, by reverting the value you could get a 100% lock at the root and a progressive and tweakable falloff toward the tip.
Hmm good idea. Will try it out.
Thank you verry much!
If anybody has trouble with the hair showing up, make sure the root and tip diameter is set high enough, or it will only show up when highlighted
Thank you! Is there a way to add hair dynamics via a node? Also, is there a node that could help to smooth the sharp curve angles (evee curve settings do not help that much)?
Can you make a video that clearly explains for a beginner how to put the hair system and your geometry nodes on a character?
I bought the nodes but I can't link them to a character.
I followed the tutorial, but I can't manage to use your ready-made knots.
This new 3.3 hair only really works for models that are low poly count.
It's just way too laggy for a normal full body character.
For example, you cant even feasibly paint and style hair on Genesis 8 Base mesh character without it lagging out. You can split body parts, but that isnt very efficient for workflows and irritating if creating body hair.
They really need to fix this.
Yes its not the fastest. Thats true. I hope there are some speed improvements comming too!
Having a dated PC. I initially experienced heavy lag. However, I found out that UV unwrapping the mesh first eliminated the lag.
Oh ok. Great that you found the solution. This system is still new and there can be some bugs.
Thank you for sharing this technique. Can this be then exported to unreal engine?
I'm not familiar with unreal but if curves can be exported, this should be working.
@@HEYPictures-legacy I will definitely try it.
Is there a way to change the curves into cards and convert into geo for real-time hair?
Sadly not in my system. But generally in Geo-Nodes that would be possible bur requires another system
Great stuff, thanks for sharing the workflow. Question: thinking of animal fur, if I wanted to make a long fur with some patches of mud or snow attached to it, do you think it'd be possible ?
It should be verry complicated but nothing is impossible
This is a fantastic tutorial to find.
However I just found the stopper. (Or personal ignorance that is).
How would you export Geo Node result?
Solved (workaround)
Currently it seems Blender exporting doesn't support exporting the curves as of yet.
Export workflow -
- Convert to Curves
- Re-attach to the mesh (and its UV)
- Go to curve sculpt mode, and Curves -> Convert to particle system.
- Select mesh, and export Alembic
Glad that you found the solution. And yes the new hair system isn't compatible with much
amazing
Does this hair system allow for hair physics though?
Does it render much faster than the original way though?
There isnt a way right now to simulate the hair but I know the devs are planing that. Dont know how long it takes. The new system is pretty new.
It renders definetly faster and improvements to performance can still be implemented.
but the hair dosent move in animation
is it possible to increase the length in this node tree or should i do that with sculpting tools?
I could add that but its way performance cheap to do in sculpt mode
Hello! Amazing tutorial and can't wait to play around with this setup! Just downloaded your Gumroad file and appended the Hair system to my own mesh but the hair does not show up in the renderer? I'm using Blender 3.3 and cycles, any help would be appreciated!
so do i.
have you find the solution ?
I know. This problem have a lot of people. Its verry strange because it's not the case on my mashine. It is propebly a bug of blender since this system is brand new.
Is there a way to optimize this hair system so it doesn't have a ton of vertices
will the dynamics work? thank you!
Sadly not :(
I'm curious how we add physics to those new hair
Yea that would be great but it is as of right now not really possible. I know that the blender team plans to have physiks nodes for that in the future which will be the solution. But right now there isn't a solution
is it possible to make sort of dreads type of hair?
Its a little bit complicated but there is a great tutorial series I can recomend.
ua-cam.com/video/IaaSpm7khjs/v-deo.html
Great tutorial... much more complicated than the hair system, but I'll be switching. However, I've created eyelashes and they're not following my model when I posed it. Am I missing something obvious? Thanks. (Btw, I am using your hair system.)
If you add new hair they should be pointing exacly like the normal of the face they are on. If you not changed the hair; mayve there is too much displacement?
@@HEYPictures-legacy Thanks for the reply. I don't have any displacement on the model. Even tho the splines are 'tied' to the moving object, only the roots try to stick to the surface while the hair stays in the same place. I'll play around some more and update you when I have figured it out. Thanks again.
In short, what happens: I create new hair (eye lashes in this case) on an animated model. The hair follows the model until I assign your hair system to them. Then they stop following the animated model. I can't figure out which of the nodes are responsible for this. You have any idea?
Update: I've created new eye lashes, but this time, I followed your tutorial. The hair now follows the mesh. The moment I connect them with your hair system, they disconnect from the mesh. Any idea what would cause this? It's too complicated for me to solve. :D
I have a question, does the gumroad version have a commercial license to it or is it a creative license? Apologies if this is obvious I dont usually purchase products, I just love your hair system so much and think it would be perfect for something I'm working on!
Im not that familiar with licencing but I would say you can use it everywhere
@@HEYPictures-legacy A commercial license pretty much just means that I can use this in a product I sell, for example if I made a game and one of the characters I make for the game have hair using the system.
Yes you can use it if you want. You can also name me but the product is yours now :)
I have a question about the gumroad hair system, is there any way to change the width of the strands to make them thicker?
Yes. You have to set the curve type to strip and than change the hair root thickness in the modifiers tab.
Dude i did the tutorial super nice. I do have some questions and one suggestion. I bought your advanced hair setup and i really love it but it would have been nice for learning purposes if you would have put some labels and stuff in the node tree so you can see what is what.
So the first issue i run in to with the tutorial if i render in ccles i dont have the curve options like in eevee you show. And if i go back to cycles and render the hairs are super thick
I do have some questions since i use hair more in a abstract way i want to do the following. I have added this simple hair setup to a plane which gives a field of hair. I put the noise factor on 4D so i can animate the hair a bit. But i would like to be able to make the hair move like grass in the wind in a field. So i want to put a noise texture that effects the general direction of the hair. Is this possible and do you have suggestions. Im super new with geonodes so its all a bit daunting
Thank you!
Yes captions would be nice. Im currently rerecording all of my tutorials and when I'm on this one, all those things will get added.
Also I'm aware of those bugs but that is a problem of blender since everything is pretty new.
A wind effect is already something I added but I don't released it. Should be coming with the rerecording in a couple of months on my second channel.
You don't need 4d noise. That makes everything super slow. You can use 3D and move it's position around to create wind effects. The wind effect should of course before the hairgrooming system happen. performance wise ;)
@@HEYPictures-legacy ooh okay ill try that out. Im trying to create basicly a field of hair that moves in the “wind” i think ill try and combine your techniques with the techniques of other tutorials like one where they do gras movement with geonodes.
I have actually a tutorial for grass animation in Geometry nodes on my channel xD
ua-cam.com/video/C7KLYUuaS8M/v-deo.html
gumroad never works for me, can you post on blender market?
Hey, I know I must seem stupid, but how do I actually apply the hairgrooming system to my own surface (head)? Thanks!
Every question has the right to be asked :)
You can just append the hair object from the hairgrooming file to your scene and the you can go to your hair setup and you can create a geometry node modifier and select the hairgrooming geometry nodes tree.
@@HEYPictures-legacy Thank you for your reply! I'll try that 👍
Is there any reason why the gumroad version doesn't work with the Eevee strip curve type? I can only get it to work with strand but I dont like the way that one looks
Thanks for the feedback. On my device it works with strip on Eevee. The material is black but that is because the hair bsdf is not supported on eevee but the hair shape looks like cycles. Maybe it is a bug of blender since the system is extremely new.
@@HEYPictures-legacy Yeah after writing this I popped back in and it started working out of no where. I have idea what I did but I have it saved.
Rest of the add on is working great thanks for the reply
Great to hear that it works😅
does anyone know how to change the width of the hair? when I put the hair on my model its huge and I can't seem to find the way to fix it. thanks in advance
whoa...
How do we color it?
Just downloaded your node tree!! however it's freezing blender immediately when I try to edit the parameters, do you have any solution to this?
You have to use the newest blender 3.3 alpha build. When it still not working, wait because its still under development and bugs can happen.
How do I convert this to mesh?
Just applying the geometry nodes modifier
@@HEYPictures-legacy That doesn't convert it to mesh. That converts it to a regular curve. I need to convert it to something I can use in a game engine.
I bought your system but can't figure out how to apply it to my cat mesh.
You can use the same geometry nodes system for your hair and it should work
why i cant find empty hair?
You have to use a new blender version and you have to enable the new curve type in the preferences
Very nice. Can you collapse the hair to geometry? I tried that in the heist project and it doesn t work
What do you mean with collapsing?
@@HEYPictures-legacy collision with the base mesh, I'd think
Oh I see. I think collisions will be added from the devs
@@HEYPictures-legacy I think so too. Hair physics are such an essential thing that they must be in the Blender Foundation movie that they are working on
Sorry for being ambiguous, I meant converting the hair to geometry, just like in ornatrix or xgen, for baking or using it in another program
Now you can control the tightening and loosening of the roots and ends of the hair through spreading and Tip shape respectively, but there is no node that can control the middle of the hair. Can this function be added in the next update?I sent you two emails a few days ago with no response🥲
Oh sorry im not so active on my email since nearly no one writes. I will respond today
Hello bro, I would like to buy a Hairgrooming System from you, but I can’t pay because I’m from Russia, how can I transfer money to you and so that you can send me a file with nodds?
Hey, I have fixed the PayPall ishue. It should now be possible with PayPall. If not, contact me again please. We will find a sollution :)
Is 3.3 already available?!?
Yes you can download it as beta from the blender website
Can it be done in the current version?
No thats not possible in the current 3.2. The new Hairsystem was added in the next upcomming version 3.3
@@HEYPictures-legacy Ok, thanks.
@@HEYPictures-legacy Does it work with hair dynamics?
AAAAAAAAAAAAAAAND Now try and animate it XDDD !!
Would be great but its not more than moving the noise texture ;)
@@HEYPictures-legacy Yahh right
Oh no, not Recetas lololol
what's that
Same question: what's that? 😅
Doesnt work in 4.0+ ..... nodes arent the same, dont work the same
it's only useful for still images/static models. you still need the old particle hair system if you intend to animate the model. and please stop jumping onto the hype train, it's the reason blender has been getting more and more broken every release since 3.0. blender these days basically operates like an MMO game now, just keep shoving in more and more new features and pushing out new releases. even the LTS versions still feel like early access games. if this trend continues, blender is going to turn into a useless piece of junk soon.
Haha please not be so pessimistic. A way for simulating the hair/curves is planed in shape of symulation nodes. The Blender Team has to plan still how that will work but eventually they will be out.
Until then the old hair system will be available so no one forces you to use the new system.
the New Hair System Geometry Nodes very bad
It gets better. They are still working on it
@@HEYPictures-legacy They'll make it even worse
They try there best :)
@@HEYPictures-legacy the geometry nodes It takes a long time and is not good