Intro to Hair Curves in Blender 3.4

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  • Опубліковано 12 гру 2024

КОМЕНТАРІ • 24

  • @ZaneOlson
    @ZaneOlson  Рік тому +2

    Take a shot every time I say "right off the bat"

  • @RandomNoise
    @RandomNoise Рік тому +3

    Absolutely amazing new hair demonstration.! Thank you for this. It makes me even more motivated to dive into it. 😊

    • @ZaneOlson
      @ZaneOlson  Рік тому +2

      Happy I could help! It really is a killer update

    • @RandomNoise
      @RandomNoise Рік тому

      @@ZaneOlson do you think that it could be possible to apply physics to this kind of hair?

    • @ZaneOlson
      @ZaneOlson  Рік тому +1

      @@RandomNoise I’m the future for sure but right now unfortunately it’s not been implemented. I think there might be some hacky solutions though for things like wind piggy backing off the noise modifier though. I also bet someone smarter than me could figure out a manual animation system using transforms

    • @RandomNoise
      @RandomNoise Рік тому +1

      @@ZaneOlson Thanks. So the only solution at the moment would be to convert it to a particle system and then apply Hair Dynamics

  • @loveluach
    @loveluach 11 місяців тому

    Really incredible... got very clear idea about what to do with the geometry node. Thanks, it would really nice if u show us how to export this to Unreal engine. love your work

  • @giantsbane8439
    @giantsbane8439 Рік тому

    Something I noticed too, if you try to comb the hair in the opposite direction of opposite of the direction its leaning in, that'll just wind up going inside the model and vanishing too, so in most cases you wouldn't need that. However right now im trying to add some more realistic looking fur to the back of a bee's thorax and while this is neat, I'm thinking subdividing the mesh where I want the hair to be and adding it in a more controlled manner will look better.

  • @Zarosian_Ice
    @Zarosian_Ice 3 місяці тому

    i've worked with the hair system for so long, i feel like i am getting nowhere with it, every time i create something decent i can't get back to that point lmao.. Also, there's surprisingly few quality tutorials on hair especially considering we're in 4.2.1 now.
    The duplication of the hair to create volume and fly aways is something i'll remember however, that was really good advice.

    • @ZaneOlson
      @ZaneOlson  3 місяці тому

      The trick is to just keep trying, It's deceptively difficult and 99% of my attempts end in disaster lol

  • @StarWarsCollector224
    @StarWarsCollector224 Рік тому +3

    Really impressive sculpt of Pedro. Do you think maybe you could make a video going on depth on how to resemble other actors with the Human Generator?

    • @ZaneOlson
      @ZaneOlson  Рік тому

      I definitely have that planned, I even have a file ready to go. I’m actually going to a script cause there’s a lot to keep in mind so I want to make sure I don’t skip anything important

  • @kingdomsaa
    @kingdomsaa Рік тому +2

    👍 great and easy

  • @starloose9467
    @starloose9467 5 місяців тому

    HI, I'm looking for a way to make a specific custom mesh with custom uvs being instanced along hair curves so I can groom them. Do you know if that's possible ? thank you

  • @generalmortars7557
    @generalmortars7557 7 місяців тому

    How do you prevent the hairs from going inside the scalp/heal in sculpt mode?
    With particle hairs, you had the Distance field on the top of the UI.

  • @kingdomsaa
    @kingdomsaa Рік тому +1

    is any idea how not get the hair go inside the body ?
    in easy way not manual

    • @ZaneOlson
      @ZaneOlson  Рік тому

      There is no collision with hair curves yet, so unfortunately the only fix is the check and use the styling tools to fix it

  • @swextr
    @swextr Рік тому

    What's the advantage of using this system as opposed to regular particle hair? I particularly like interpolated children in the original system; seems convoluted to have to sculpt EVERY single strand of hair.

    • @ZaneOlson
      @ZaneOlson  Рік тому +1

      You don’t have to sculpt every strand, you can comfortably sculpt entire chunks in real-time like real hair. Interpolation of particles is also subject to glitches in deformed geometry and this avoids that whole issue. Another huge advantage is this is set up with geometry nodes, so you can set a braid for instance using geo nodes and not even have to worry about using the sculpt tools. The only thing really missing from the new system is physics but because it’s geometry nodes based that’ll be implemented eventually

  • @Enite
    @Enite Рік тому +1

    Does this kind of hair support physics?

    • @ZaneOlson
      @ZaneOlson  Рік тому +2

      In the future I'm sure but right now unfortunately it’s not been implemented. I think there might be some hacky solutions though for things like wind piggy backing off the noise modifier though. I also bet someone smarter than me could figure out a manual animation system using transforms

    • @Enite
      @Enite Рік тому

      @@ZaneOlson damn - biggest drawback so far then.... TY for the reply! Love your work - check out the Madness Project Nexus cinematic trailer we did - used blender for all the CG! I think you'd enjoy! Cheers!

    • @nisbahmumtaz909
      @nisbahmumtaz909 Рік тому

      It doesn't even support attachment to bones... so far it's very underdeveloped. You basically can't use this for any posable models. At best it follows shapekey deformed mesh, but that's it.