@@stache_obj Ya, I've got a humanoid model that's made entirely in geometry nodes... that needs some hair. The new Geometry nodes based hair system... is really hating being put on a model created in geometry nodes... ironically. -_-
Probably coz this new system is all UV based. Why don't you apply the geonodes on this model and then add the hair. If that solves your problems, atleast you'll be sure what the problem was. Unless you're already handling the UV in your nodes, in which case, I'll shut my beginner mouth right up.
@@stache_obj The problem is: In geometry nodes one does not have access to the "real* UVMap. Applying the Geonodes modifier would defeat the purpose, entirely. 😅 I'm creating a "one-size fits all" model that can be everything that exists, and a bunch of stuff that can't. ua-cam.com/video/ntjfl-9GTrY/v-deo.html
Aaahhh i get it. That seems like a rut. I wish I could help but i think I've run out of mileage here as far as my geonodes knowledge goes. Let me know if you figure it out someday 🤝
This broke my brain. I've watched this over several times, and Blender is behaving a bit differently than what's being shown in the tutorial. Method 3 seemed the most effective, sculpting on the hair. Thank you.
the difference between weight map and texture mas is basically resolution, when you use a weight map your resolution is limited by your vertex count and density and if you use a texture map, your limitation is pixels it can be very useful because you can increase resolution with texture scale without editing geometry, which is very useful with very low poly surfaces
You win!! Been watching these tutorials last night and this morning and all the other ones are not my cup of tea. The way you explain and bounce back to the other example and show details and processing chain options and order variations is very good! Subbed!
How would you export the hair to ue 5 using this new system ? Previously I think there was show emitter but this hair doesn’t seem to work on the emitter system but I’m not sure I can’t get it to export as alembic for some reason. Any help is appreciated
ohhhhhhh and then he goes side by side with the chains!!!!!!!!!!!!!! Broooooooo you are da man!!!! Other tut makers need to watch and learn and take some biiiiig bigg big boy notes! Thank you for the perfect tutorial!
An important note to anyone who generates their character their mesh in makehuman, the default UV map on the resultant mesh when imported into blender is not called UVMap, which will mess with these nodes. Since it ends up quite a long name and at least I couldn't see a way to copy and paste the name, the easiest thing is to go into the Object Data properties tab in the properties menu, go to the UV Maps selection and hit the plus button, creating a new UV Map called UVMap with the same data as the default UV Map. I don't know if this issue appears in models imported from other character creators (I only use makehuman) but the same fix should work for them as well if it does.
@Ms Moon Boo I know, what I was saying is that if you have a UV map, and create a new UV Map, unless you then unwrap the mesh again after creating the new UV Map, then both maps will be identical, after unwrapping, whichever map was active will be overwritten.
I make a sphere, I add an empty hair curve, then I drag the Generate Hair Curve asset onto the sphere. And the hair still doesn't show up. Only the curves, no geometry.
@@marinamaievska700 I just went back to particle hair, honestly. But since you brought it up, I looked at the geometry nodes for a while. I cannot figure out how he got the "generate curves" node to work like he did. I had to either apply quick fur (curves -> fur) or add an empty curve, go into sculpt mode, and add hair with the add brush. If the curves only show up as curves, you need to either render curves as strips if you're in EEVEE (in the render tab, go to the curves section and set it to strip instead of strand), or you can just work in cycles. I guess EEVEE can't render curves as strands. Making hair one strand at a time may be preferable anyway. The "duplicate hair curves" node seems to be how you add children, so you can style hair by adding as few guide hairs as needed and then adding a lot of child hairs around them. Hope that helps..
Hi, I have a question, how do you combine the meshes that you duplicated(emiter) to make the eyebrows, hair, beard with the original mesh? Mine doesn't want to follow the rig or the shape keys. Thanks!
Small difference between setting density’s with vertex maps vs textures maps is the resolution. On a low-poly item you may not have enough mesh to define where a hair system should start and stop.
0:31 - I've got 'empty hair' but I don't have 'fur' am I missing something? I re-installed my blender just in case it wasn't updated, but I don't see it. Thanks for the tutorial!
does anyone know if there is a shprtcut key for 'select' direction. There is a + and a - direcction for the selection, so you can subtract or add selection its frustrating to keep on pressing the plus or minus rather than ctl for example
I remember when I first started doing chatacter animation with Lightwave back in the late 90's. Dynamic hair was the holy grail and very elusive. Here we are decades later and its still a royal pain in the ass, although this system is a step in the right direction. It should be as easy as sropping a hairstyle on a character and its ready to simulate.
great tutorial! however, when i add the interpolate hair curves node, the children go through the scalp instead of following the guides even tho the guides don't penetrate the scalp. i tried both methods of creating hair on a mesh itself and another one on a separate scalp mesh, but both have the problem.... i have the collision enabled... google wasn't very useful; any suggestions?
There is a clear difference between the vertex map and the texture mask. The texture mask is an external file that has to be saved and loaded. It can also be edited in other softwares. The vertex map is an integral part of the model.
I AM FACIng issue related to export of diffeomorphic plugin when i import the model from daz to blender the node type hair system(empty hair )my hair system become candel like mean hair become so thick i and dont know how to fix this
Hi, when I follow the steps from 1.20 to 2.25 nothing happens, the hair systems stays a curve with no geometry, I tried both in b3d 3.5 and 3.6, any idea why?
I love the simplicity and flexibility of hair curves... but its SUCH a shame there is no Peoper way to simulate them yet. There are workarounds sure but when you spend hours making a workaround you might aswell have spent hours in the old particle system and in the end you could properly tweak the sim... awesome video! Learned a lot
It can be because other software for example maya use black and white masks that can be saved and transferred and edited in any other software. So it will be easier to use already existing masks from other softwares if anyone is trying to recreate the same hair in blender.
A texture map would be better than weight paint for stuff where you need really fine control of density. If you have a lower poly base mesh of a head then you may not have the detail to control the hair placement with choldren. If you use a texture map, you can make it 2k or 4k and paint a density mask for eyebrows very exactly, especially if topology is not their. You can also paint an exact hairline and beard because you may not have a very high poly head mesh to have this control with weight paint. I'd only use texture maps if the topology or density of the mesh can't achieve the control I want, especially for eyebrows. And you use animated the weight paints or texture maps as well.
Great informative video! Is there a way to rig the hair? I have an issue with this new hair system when using on a rigged character. Any time I move any of the face or head bones, the hair jumps around and clips a bit , how do you get more control for animation
Few issues: 1. When I went for the option of just adding from scratch in sculpt mode, I had nowhere to affect hair width. In fact, no options at all. 2. When grooming/combing in sculpt mode, I noticed my hair system had single white control hairs, which is super useful as they control the hair around them vs having to control hundreds of hairs. But sometimes there just isn't a control hair where the exists a patch of hair. So it's just sat there sticking out with no way to comb it.
Hey can you tell me? how did you reduce their width, because when I added my first hair it's width is too much, more than of a finger and I cannot figure out any other way of reducing its thickness
can you pls tell how to convert the hair we create using the new methods and export it to unreal cause when we convert it to particle system we lose all the details we added
I have no idea man. I don't think it's been figured out yet coz i haven't seen any UA-cam video regarding it. And I'm not an unreal user so i can't even try and figure it out on my own. Really sorry
I am trying to do a calliandra, any tips? basically it's a ball with hairs coming out of one hemisphere only, not the other. I'm not getting that effect!
Is it possible to use fur with a mirror modifier on the base object? I have a character with a mirror modifier and I don't want to apply it. Currently fur only appears on one half
Vertex Map needs a lot of polygons for detailed distribution. But it will not move based on the UVMap. Texture map doesn't cost a lot of polygons but it's UVMapped on the mesh. So if you change your uv's, you loose your distribution
@@stache_obj I'm just making assumptions but I maybe they each have their strengths and weaknesses Textures : It's more precised as i said earlier, it's easier to modify because you can export, import, paint over etc, so it's flexible. It doesn't have a direct effect on the mesh and it can be reused on multiple meshes. Maybe we can animate them actually with a video or something ? I didn't test it yet ! Vertex Map: It's simpler and faster to use. It allows direct interaction with the geometry so if you want to follow the topology for a more natural distribution of hair i think it can be better. It's better with performance when you don't need to be very precise. And you could make interaction like growing hair on moving parts of the body (Moving with a shape key for example). I don't know yet how different they can be as nodes in the geo node group, but maybe you can do things with a texture that you can't do with a vertex map and vice versa?
Good tutorial. This system will be great when hair cards can be made from it without a bunch of b.s. workarounds and ridiculous numbers of geometry nodes.
Its always best practice to be as optimized as you can on the main guide count, and rely on interpolation to fill in the areas. There are limits of course such as cases when you want to match hair to a reference 1:1 with fine details in clumping etc, but I have to emphasize to always keep the main guide count low especially for simple shape cases that don't call for hires detail. Eyebrows for example it's probably easier to deal with higher curve count than try to interpolate 80% of the density, given the fine detail and particular shape.
This'll streamline a lot of fibre-based structures in Blender, like ponytails, braids, buns, hairstyles, crochets, wood grains, and even ocular irises.
There's a slider in the duplicate hair node. Called radius or something i don't remember. But that helps bring the hair back to the surface. Not perfectly. But it does a decent job
Blender is showing huge progress towards the industry standard fur handling, I think they are starting to bring even more to the table. What's keeping me from using it is that you still can't reliably simulate it (with the new system you cannot really do that at all), you cannot rig it, so your simulation can't handle animation input, and with the new system you cannot be precise with it. In the old system you could go into particle edit mode and edit the vertexes of the curves by proportional editing, yes you can still do that in the new system, but the curves don't preserve their length. Also there is no selection mask.
Thanks for the video. But I have a problem and I really need assistance the latest version doesn't work on my pc. It will start then crash immediately and I don't know what to do. Pls help
Ping me on instagram. Maybe I'll try and help you there. And even post the exact problem in the comments section too. Maybe someone in here might be able to help as well
Nicee video man, really well made and clear explanation. Anyway, can you convert hair tools geometry node to particle system so you can animate or simulate them? Thanks.
@@stache_obj Thanks for answer! but, can you use some node for animate it like the hair was blown by the wind? Like with displacement node or something?
@@stache_obj Both! Once hairs are instantly added via quick fur and if you zoom in, you'll see they're casting a drop shadow on the surface they're "coming out" of. :D
I think in the video it was because of the lighting. I'm not sure tho. Give me till tomorrow. I'm away from my laptop right now. So I'll double check it in my blend file and get back to you with a solution
i tried a bunch of different things. and i think you're right. this might be a bug. coz no matter what i try, the hair particles do appear to be floating. weird!
Do you have a decent computer and a decent GPU? Coz it could be that. Try reducing the number of hair or switching to the CPU mode instead of the GPU mode. Maybe that's what's causing the crash
@@stache_obj Not sure about .fbx, but I've looked at a lot of tutorials for using this hair as a groom asset and unfortunately can't seem to get the groom asset to export into Unreal Engine with Blender's modifiers.
When I load this test project, I don't see any hair. I'm using 3.5 blender. What could be the reason? It jsut doesn't load, though these curves are present in the outliner.
Are you sure it's 3.5? Coz i did the same mistake. I double clicked on the blend file and that opened up my default blender 3.4 version. I had to open up blender 3.5 separately and use file>open and open the test project. Otherwise i don't see any reason for it to not work.
@@stache_obj yeah I'm pretty much it's 3.5 Plus I tested it, I created a new project, messed up with new hair system, you know, created a plane and attached a new hair thingy to it and in a few seconds I achieved a carpet result :D Looks funny, I decided to save it and reload the file and for some reason it was empty. The same result- curves present in outliner, but are absolutely invisible in the viewport and there is no way to fix it as it seems. I'm struggling to find out what causes the problem. I tried turning off all plugins, but it didn't help.
I'm not too sure then. If you'd like, you can send me the source files on instagram and i can check them for you. But if you're positive, this seems like a bug, maybe you can raise an issue with the blender team if it's too urgent
@@stache_objI'm afraid I don't use facebook, but I can post it through google drive. It's a simple scene with 1 plane and curves I modified there. If I load it like I mentioned above, the result is simple= pure invisible curves. But perhaps if you open it you will see smt else, no idea. drive.google.com/file/d/1ccBbcN10Wr6SRU4RNvq1-DhEXV-8FvHm/view?usp=share_link If it's okay, please try to open that one blender scene. If you see curves visible, well, if you see them, then you will see fur o n that plane too obviously and that will mean that it has to do with my blender specifically.
@@vulfixevenlapa8179 i see all the curves dude. i think it's something from your end. try reinstalling or install the version from the microsoft store directly
The difference between weight paint and texture is that weight paint is dependent on vertex density, texture is not, you can use a texture on a single 4 point plane.
@@stache_obj I don't know, you do need a texture so that's not "light weight". But you can get better resolution with a texture, then again will it matter? If you're doing photo-realistic hair then odds are you will also have a moderately dense face mesh. But if you want to put a specific pattern of fuzz on a really flat surface a texture would let you do that without adding lots of vertices. It just lets you decouple your resolution limitation from your vertex density. So I guess more versatile yes.
Respect for your effort, but I don't see that the video is intended for beginners. I tried to recreate it with Blender 3.5, but it doesn't work. It starts with the fact that Blender shows a completely different basis when you open it. In addition, the video repeatedly jumps between or to other, new scenarios that are simply incomprehensible. Why doesn't the description or the video explain exactly how to get the different views? Beginners will hardly be able to cope with the content, sorry.
Yomamafat
Yomama so fat that her weight map is all red.
@@stache_obj 🤣🤣
@@stache_obj 💀☠☠
@@stache_obj HAHAHAHAAHAH
Yoooo! Great video man!
Thanks Benji. I've just recently discovered your channel as well. Hyped to see more stuff from you 🤝
I've watched several "new hair system" tutorials, and you're the only one that covers *exactly* how to do it, in a reasonable amount of time. Thanks.
Hell yeah. My favourite kind of compliment/comment. Appreciate it. Took a lot of effort to make it concise. So thanks for sharing your appreciation 🙏🏻
@@stache_obj Ya, I've got a humanoid model that's made entirely in geometry nodes... that needs some hair.
The new Geometry nodes based hair system... is really hating being put on a model created in geometry nodes... ironically. -_-
Probably coz this new system is all UV based. Why don't you apply the geonodes on this model and then add the hair. If that solves your problems, atleast you'll be sure what the problem was.
Unless you're already handling the UV in your nodes, in which case, I'll shut my beginner mouth right up.
@@stache_obj The problem is: In geometry nodes one does not have access to the "real* UVMap.
Applying the Geonodes modifier would defeat the purpose, entirely. 😅 I'm creating a "one-size fits all" model that can be everything that exists, and a bunch of stuff that can't.
ua-cam.com/video/ntjfl-9GTrY/v-deo.html
Aaahhh i get it. That seems like a rut.
I wish I could help but i think I've run out of mileage here as far as my geonodes knowledge goes.
Let me know if you figure it out someday 🤝
This broke my brain. I've watched this over several times, and Blender is behaving a bit differently than what's being shown in the tutorial. Method 3 seemed the most effective, sculpting on the hair. Thank you.
the difference between weight map and texture mas is basically resolution, when you use a weight map your resolution is limited by your vertex count and density and if you use a texture map, your limitation is pixels it can be very useful because you can increase resolution with texture scale without editing geometry, which is very useful with very low poly surfaces
You win!! Been watching these tutorials last night and this morning and all the other ones are not my cup of tea. The way you explain and bounce back to the other example and show details and processing chain options and order variations is very good! Subbed!
Thanks my brother. Appreciate it a lot
very nice video. Thank you
Holy shit. J Hill. Huge huge fan of your stuff man. Thanks for dropping by. Means a lot. 🙏🏻
Thanks
No problem. Your appreciation means a lot 🙏🏻
you missed a great opportunity to add hair to your donut.
NNOOOOOO
Your videos are 👏.. Great breakdowns and talk through. This channel will blow up.
I'm holding you accountable if it doesn't blow up Lorenzo. Watch out now 😂
@@stache_obj it'll never happen, but 21K subs is gud, taste it well
Excellent video, and for me, an important one. Thank you.
I gotchya brother
How would you export the hair to ue 5 using this new system ? Previously I think there was show emitter but this hair doesn’t seem to work on the emitter system but I’m not sure I can’t get it to export as alembic for some reason. Any help is appreciated
ohhhhhhh and then he goes side by side with the chains!!!!!!!!!!!!!! Broooooooo you are da man!!!! Other tut makers need to watch and learn and take some biiiiig bigg big boy notes! Thank you for the perfect tutorial!
😂. Thanks man. Made my day
An important note to anyone who generates their character their mesh in makehuman, the default UV map on the resultant mesh when imported into blender is not called UVMap, which will mess with these nodes. Since it ends up quite a long name and at least I couldn't see a way to copy and paste the name, the easiest thing is to go into the Object Data properties tab in the properties menu, go to the UV Maps selection and hit the plus button, creating a new UV Map called UVMap with the same data as the default UV Map.
I don't know if this issue appears in models imported from other character creators (I only use makehuman) but the same fix should work for them as well if it does.
Hey thanks for heping other makehuman user out there man. Really appreciate it.
@Ms Moon Boo As I understand, the new UV Map is a copy of the existing one, until you unwrap it.
@Ms Moon Boo I know, what I was saying is that if you have a UV map, and create a new UV Map, unless you then unwrap the mesh again after creating the new UV Map, then both maps will be identical, after unwrapping, whichever map was active will be overwritten.
@Ms Moon Boo Well I didn't bother deleting the old one but yeah, you can probably do that part as well, otherwise, that's about what I did.
I make a sphere, I add an empty hair curve, then I drag the Generate Hair Curve asset onto the sphere. And the hair still doesn't show up. Only the curves, no geometry.
same issue
same issue
Same 😭
Have you found the solution?
@@marinamaievska700 I just went back to particle hair, honestly. But since you brought it up, I looked at the geometry nodes for a while.
I cannot figure out how he got the "generate curves" node to work like he did. I had to either apply quick fur (curves -> fur) or add an empty curve, go into sculpt mode, and add hair with the add brush. If the curves only show up as curves, you need to either render curves as strips if you're in EEVEE (in the render tab, go to the curves section and set it to strip instead of strand), or you can just work in cycles. I guess EEVEE can't render curves as strands.
Making hair one strand at a time may be preferable anyway. The "duplicate hair curves" node seems to be how you add children, so you can style hair by adding as few guide hairs as needed and then adding a lot of child hairs around them.
Hope that helps..
Thanks man it helped me 🎉
Great Tutorial. Thank you for making this comprehensive clip. Already subscribed.
Thanks man. Glad I could be of some help
Bravo. This is a great place to start with Blender hair.
Wonderful video, thank you very much. Starting to learn Hair now. After four years into Blender.
Lezzzgooooo
Hi, I have a question, how do you combine the meshes that you duplicated(emiter) to make the eyebrows, hair, beard with the original mesh? Mine doesn't want to follow the rig or the shape keys. Thanks!
thank you so much !!
Small difference between setting density’s with vertex maps vs textures maps is the resolution. On a low-poly item you may not have enough mesh to define where a hair system should start and stop.
I dont understand how you make it renderable. Mine is invisible still
i learned so much from this thank you
0:31 - I've got 'empty hair' but I don't have 'fur' am I missing something? I re-installed my blender just in case it wasn't updated, but I don't see it. Thanks for the tutorial!
Can u expand a lil more, I'd love to help out but I don't understand the issue
how to change thickness?
does anyone know if there is a shprtcut key for 'select' direction. There is a + and a - direcction for the selection, so you can subtract or add selection
its frustrating to keep on pressing the plus or minus rather than ctl for example
Any ideas when is the hair dynamics coming to geo hairs?
5:44 the texture based mask is preferred when you need to mask an area that doesn't perfectly line up with the geometry.
Could you give us an example please? Like when would that situation come up
So you dont get clear geometry lines that go zig zag
Try to do the third way to do it and it says I need a uv map?? But I don't know how to uv map, my options are different than everyone else's
best blender youtuber 😘 thanks brother
I remember when I first started doing chatacter animation with Lightwave back in the late 90's. Dynamic hair was the holy grail and very elusive. Here we are decades later and its still a royal pain in the ass, although this system is a step in the right direction. It should be as easy as sropping a hairstyle on a character and its ready to simulate.
how do u change the radius of the hair strands in sculpt mode
Now, is it possible to convert the hair to haircards having almost identical look?
I love this video!! good stuff. Saved me from tearing my hair out, too.
Aahhh, i see what you did there 😁
How did you assign the cylinder shape to the curve?
How do you export a new hair piece from Blender to Unreal 5.3 attached to the Avatar?
great tutorial! however, when i add the interpolate hair curves node, the children go through the scalp instead of following the guides even tho the guides don't penetrate the scalp. i tried both methods of creating hair on a mesh itself and another one on a separate scalp mesh, but both have the problem.... i have the collision enabled... google wasn't very useful; any suggestions?
Hi, when i put the interpolate hair nod in the hair, the hair disappears when i change to object mode, any idea?
hey i have 3.3 and when I render my fur it looks blocky. do you have a solution? im using strips for hair😓
There is a clear difference between the vertex map and the texture mask. The texture mask is an external file that has to be saved and loaded. It can also be edited in other softwares. The vertex map is an integral part of the model.
So it's specifically important for PPL who want to take this hair system out of blender, right?
@@stache_obj I would honestly think that it could have a major impact on which to use.
Makes sense. Good point. Thanks for your input 🤝
I AM FACIng issue related to export of diffeomorphic plugin when i import the model from daz to blender the node type hair system(empty hair )my hair system become candel like mean hair become so thick i and dont know how to fix this
me too
Hi, when I follow the steps from 1.20 to 2.25 nothing happens, the hair systems stays a curve with no geometry, I tried both in b3d 3.5 and 3.6, any idea why?
hi I have a question what if you want to size a hair by weight painting
I don't think that option exists in the new system. The old system had that
@@stache_obj thanks for answering
I love the simplicity and flexibility of hair curves... but its SUCH a shame there is no Peoper way to simulate them yet. There are workarounds sure but when you spend hours making a workaround you might aswell have spent hours in the old particle system and in the end you could properly tweak the sim... awesome video! Learned a lot
That's true
It can be because other software for example maya use black and white masks that can be saved and transferred and edited in any other software. So it will be easier to use already existing masks from other softwares if anyone is trying to recreate the same hair in blender.
I really enjoyed this video
Glad you did ☺️
A texture map would be better than weight paint for stuff where you need really fine control of density.
If you have a lower poly base mesh of a head then you may not have the detail to control the hair placement with choldren.
If you use a texture map, you can make it 2k or 4k and paint a density mask for eyebrows very exactly, especially if topology is not their.
You can also paint an exact hairline and beard because you may not have a very high poly head mesh to have this control with weight paint.
I'd only use texture maps if the topology or density of the mesh can't achieve the control I want, especially for eyebrows.
And you use animated the weight paints or texture maps as well.
Great point. Didn't think of it. It's so obvious if you think about.
Really appreciate you enlightening us.
Great informative video! Is there a way to rig the hair?
I have an issue with this new hair system when using on a rigged character. Any time I move any of the face or head bones, the hair jumps around and clips a bit , how do you get more control for animation
Was the character already rigged when you added the hair?
thanks this helped
Texture map is not working for me?
Few issues:
1. When I went for the option of just adding from scratch in sculpt mode, I had nowhere to affect hair width. In fact, no options at all.
2. When grooming/combing in sculpt mode, I noticed my hair system had single white control hairs, which is super useful as they control the hair around them vs having to control hundreds of hairs. But sometimes there just isn't a control hair where the exists a patch of hair. So it's just sat there sticking out with no way to comb it.
Hey can you tell me? how did you reduce their width, because when I added my first hair it's width is too much, more than of a finger and I cannot figure out any other way of reducing its thickness
Great man! Thanks a lot. I haven't had the time to look at the new system but it looked amazing. Thanks for clearing all of this up. Insta-sub :D
Happy to help. Welcome, welcome!
Please im facing problem. When i try to export to other software it does show. I'm new to blender. I want you show me how to make it cards
Great video. Can hair dynamics be added to this way of making hair?
Not right now. But i think it's coming ver soon. Already in beta i think
can you pls tell how to convert the hair we create using the new methods and export it to unreal cause when we convert it to particle system we lose all the details we added
I have no idea man. I don't think it's been figured out yet coz i haven't seen any UA-cam video regarding it. And I'm not an unreal user so i can't even try and figure it out on my own. Really sorry
I am deeply disappointed you did not try the braided hair on the bull in a sweat shirt. LOL Thanks for outlining the new hair system!!!
Oh that would have been epic 😂
@@stache_obj Exactly! =]
I am trying to do a calliandra, any tips?
basically it's a ball with hairs coming out of one hemisphere only, not the other. I'm not getting that effect!
Did u use a weight map?
Is it possible to use fur with a mirror modifier on the base object?
I have a character with a mirror modifier and I don't want to apply it.
Currently fur only appears on one half
I don't think so man. Unless you apply the modifier. Coz the hair is looking for a uv map, which obviously doesn't exist for the mirrored part
I love inclusiveness in your videos where you show all the ways 💚 Great job 💚
I am actually very inclusive. On and off the video. So thanks for saying that
Vertex Map needs a lot of polygons for detailed distribution. But it will not move based on the UVMap.
Texture map doesn't cost a lot of polygons but it's UVMapped on the mesh. So if you change your uv's, you loose your distribution
So it's basically two different methods to do the same thing?
@@stache_obj I'm just making assumptions but I maybe they each have their strengths and weaknesses
Textures :
It's more precised as i said earlier, it's easier to modify because you can export, import, paint over etc, so it's flexible. It doesn't have a direct effect on the mesh and it can be reused on multiple meshes. Maybe we can animate them actually with a video or something ? I didn't test it yet !
Vertex Map:
It's simpler and faster to use. It allows direct interaction with the geometry so if you want to follow the topology for a more natural distribution of hair i think it can be better. It's better with performance when you don't need to be very precise. And you could make interaction like growing hair on moving parts of the body (Moving with a shape key for example).
I don't know yet how different they can be as nodes in the geo node group, but maybe you can do things with a texture that you can't do with a vertex map and vice versa?
Makes sense. Really good points. Appreciate your input, on behalf of everyone who comes scrolling in the comments section.
Good tutorial. This system will be great when hair cards can be made from it without a bunch of b.s. workarounds and ridiculous numbers of geometry nodes.
Its always best practice to be as optimized as you can on the main guide count, and rely on interpolation to fill in the areas. There are limits of course such as cases when you want to match hair to a reference 1:1 with fine details in clumping etc, but I have to emphasize to always keep the main guide count low especially for simple shape cases that don't call for hires detail. Eyebrows for example it's probably easier to deal with higher curve count than try to interpolate 80% of the density, given the fine detail and particular shape.
This'll streamline a lot of fibre-based structures in Blender, like ponytails, braids, buns, hairstyles, crochets, wood grains, and even ocular irises.
When I use duplicate hair node the hair is floating away from my character face, do you know how to fix this?
There's a slider in the duplicate hair node. Called radius or something i don't remember. But that helps bring the hair back to the surface. Not perfectly. But it does a decent job
i ACTUALLY thought the person in thumbnail was Joel from The Last of Us lol
but hey, great video!
What do i do if the Interpolate modifer doesnt work? i made a few hairs, dropped it on them, and everything disapeared.
Check the UVs. Apply the scale. It could be a lot of things. If nothing works, attach the file here in the comments and I'll help you out
Blender is showing huge progress towards the industry standard fur handling, I think they are starting to bring even more to the table. What's keeping me from using it is that you still can't reliably simulate it (with the new system you cannot really do that at all), you cannot rig it, so your simulation can't handle animation input, and with the new system you cannot be precise with it. In the old system you could go into particle edit mode and edit the vertexes of the curves by proportional editing, yes you can still do that in the new system, but the curves don't preserve their length. Also there is no selection mask.
Thanks for the video. But I have a problem and I really need assistance the latest version doesn't work on my pc. It will start then crash immediately and I don't know what to do. Pls help
Ping me on instagram. Maybe I'll try and help you there. And even post the exact problem in the comments section too. Maybe someone in here might be able to help as well
Excellent! Thank you so much for such comprehensive information! 🙂
@@МагистрЗелёнки-р1х glad i could help buddy!
Nicee video man, really well made and clear explanation. Anyway, can you convert hair tools geometry node to particle system so you can animate or simulate them? Thanks.
Thanks man.
You cannot interconver them.
But hey simulation nodes are coming very soon in blender. So simulating this geonode hair isn't that far away
@@stache_obj Thanks for answer! but, can you use some node for animate it like the hair was blown by the wind? Like with displacement node or something?
I think yeah you could. That's a good idea
Can you explain why the hairs are looking like they're floating around the mesh instead of growing out of it? Thanks!
Where? In the video? Or in your own project?
@@stache_obj Both! Once hairs are instantly added via quick fur and if you zoom in, you'll see they're casting a drop shadow on the surface they're "coming out" of. :D
I think in the video it was because of the lighting. I'm not sure tho. Give me till tomorrow. I'm away from my laptop right now. So I'll double check it in my blend file and get back to you with a solution
@@stache_obj wow great! Thanks!
i tried a bunch of different things. and i think you're right. this might be a bug. coz no matter what i try, the hair particles do appear to be floating. weird!
my face error invalid UV: UV island must not overlab
Can hair created this way be rigged and animated?
I haven't tested it out but in theory it should.
If you take the hair in edit mode there is an option to convert the hair to particle system so possibly
Hlo I'm facing a problem that whenever i click on shading i automatically get back from the blender is there any solution
Are you saying your blender crashes when you go to shading?
@@stache_obj yes and my blender version is 3.5
Do you have a decent computer and a decent GPU?
Coz it could be that. Try reducing the number of hair or switching to the CPU mode instead of the GPU mode.
Maybe that's what's causing the crash
@@stache_obj but in previous version maybe it's 3.7 it's doesn't crash like version 3.5
I've heard a lot of PPL having issues with this new version. Could be a bug too
Sir
Can we export gendered hair to fbx files to use in other sw like iclone etc? Or we can use it only inside blender? 😊
I'm not so sure sir. Didn't explore that. But i do see a lot of tutorials online, did none of them help?
@@stache_obj Not sure about .fbx, but I've looked at a lot of tutorials for using this hair as a groom asset and unfortunately can't seem to get the groom asset to export into Unreal Engine with Blender's modifiers.
When I load this test project, I don't see any hair. I'm using 3.5 blender. What could be the reason? It jsut doesn't load, though these curves are present in the outliner.
Are you sure it's 3.5? Coz i did the same mistake. I double clicked on the blend file and that opened up my default blender 3.4 version. I had to open up blender 3.5 separately and use file>open and open the test project.
Otherwise i don't see any reason for it to not work.
@@stache_obj yeah I'm pretty much it's 3.5 Plus I tested it, I created a new project, messed up with new hair system, you know, created a plane and attached a new hair thingy to it and in a few seconds I achieved a carpet result :D Looks funny, I decided to save it and reload the file and for some reason it was empty. The same result- curves present in outliner, but are absolutely invisible in the viewport and there is no way to fix it as it seems. I'm struggling to find out what causes the problem. I tried turning off all plugins, but it didn't help.
I'm not too sure then. If you'd like, you can send me the source files on instagram and i can check them for you. But if you're positive, this seems like a bug, maybe you can raise an issue with the blender team if it's too urgent
@@stache_objI'm afraid I don't use facebook, but I can post it through google drive. It's a simple scene with 1 plane and curves I modified there. If I load it like I mentioned above, the result is simple= pure invisible curves. But perhaps if you open it you will see smt else, no idea. drive.google.com/file/d/1ccBbcN10Wr6SRU4RNvq1-DhEXV-8FvHm/view?usp=share_link
If it's okay, please try to open that one blender scene. If you see curves visible, well, if you see them, then you will see fur o n that plane too obviously and that will mean that it has to do with my blender specifically.
@@vulfixevenlapa8179 i see all the curves dude. i think it's something from your end. try reinstalling or install the version from the microsoft store directly
Congratulation.Excelent video
Thanks man. Means a lot
hy pls tell me how to simulate these hair wtih air pls
No simulation in this hair mode right now. You gotta use the particle based hair system for that
The difference between weight paint and texture is that weight paint is dependent on vertex density, texture is not, you can use a texture on a single 4 point plane.
Ahhhh. So would you say a texture paint is more versatile and light weight?
@@stache_obj I don't know, you do need a texture so that's not "light weight". But you can get better resolution with a texture, then again will it matter? If you're doing photo-realistic hair then odds are you will also have a moderately dense face mesh. But if you want to put a specific pattern of fuzz on a really flat surface a texture would let you do that without adding lots of vertices. It just lets you decouple your resolution limitation from your vertex density. So I guess more versatile yes.
Yeah. That makes complete sense. Thanks for clearing it up man. The question seems so stupid now that you've cleared it up 😂
@@stache_obj No worries, wasn't a stupid question. I enjoyed the vid I haven't tried the new hair system yet.
@@SamsTopBarBees give it a go. it's not too bad i'd say
Will you start beginner to advance blender series?
Respect for your effort, but I don't see that the video is intended for beginners.
I tried to recreate it with Blender 3.5, but it doesn't work. It starts with the fact that Blender shows a completely different basis when you open it.
In addition, the video repeatedly jumps between or to other, new scenarios that are simply incomprehensible.
Why doesn't the description or the video explain exactly how to get the different views?
Beginners will hardly be able to cope with the content, sorry.
“I am not so I just cleverly slipped passed it” 😂😂😂
🙈
yomamasofat that your pc crashes when trying to load an image texture of her
Combine using Texture mask & Weight Mask is for multiplication purpose @stache
What do you mean? Give me a use case when this could be useful
I don't see that empty hair or furr options at all :/
Are you sure you're on the right blender version
@stache_obj I updated but for some reason it was stuck on 3.4 so I manually downloaded 4.0 and now the issue is fixed. Thank you!
Now all I need is a way to simulate it
People have been doing it using cloth simulation. But that's tedious. Why not just wait a few months, and we'll probably have it in built
wish that was on blender 3.6. just letting you know blender 3.6 dont have that mod
Explain method sequence wise do not mix all it creates confuse , because what if want to do try 3rd method I would not understand
2:24, ofcourse no hair ever appears on my side.
.
so confusing