Recently bought this add-on. Great job man! Though what's the process if I have different hair strand settings/configurations on a character, merge all the hair then bake into one texture?
Kind of. If you convert the hairs into mesh and combine them in a single object, you can't bake the textures right away, because the combined mesh will have overlapping UV islands. If you try to bake, the last UV layer to be baked will override all the others. You really need to pack the UV islands before baking, but if you do, some of the textures that come from attributes will shift around, so you won't have the same effect. Here is a workaround you can try: 1. Create a high-poly copy of the hair curves, convert them and merge. 2. Bake any texture you want from the material to color attributes (create new ones for the bake, you can use Face Corner data for better resolution) 3. Pack the UV islands. 4. Now you can bake the color attribute to an Image Texture. You can get access to it in the shader with a 'Color Attribute' node. 5. Then you can use the Image Texture in the low-poly version of the hair. Obviously, this has some drawbacks, but the higher poly you have your burner mesh, the better the quality of the texture. You also have to pack the UV islands the same way in the high and low poly versions of the hair mesh. Hope this works out for you.
Hey, This is not really a material, I just showcase the different attribute you can use from the "SHP - Hair Attributes" node. They are quick and easy setups, that you can use to create a hair material, so that you don't have do set it up manually. Just combine them to create your material. If you want to know more about it, I have a video about hair shaders: ua-cam.com/video/CFl4P-HfEGI/v-deo.html
Dude, this plugin is a beast!!!
awesome addon. the hair always is a problem for me , but with this addon i'm not stressed
Great product, great price, great teacher! Bravo Dean!
Recently bought this add-on. Great job man!
Though what's the process if I have different hair strand settings/configurations on a character, merge all the hair then bake into one texture?
Kind of. If you convert the hairs into mesh and combine them in a single object, you can't bake the textures right away, because the combined mesh will have overlapping UV islands. If you try to bake, the last UV layer to be baked will override all the others.
You really need to pack the UV islands before baking, but if you do, some of the textures that come from attributes will shift around, so you won't have the same effect.
Here is a workaround you can try:
1. Create a high-poly copy of the hair curves, convert them and merge.
2. Bake any texture you want from the material to color attributes (create new ones for the bake, you can use Face Corner data for better resolution)
3. Pack the UV islands.
4. Now you can bake the color attribute to an Image Texture. You can get access to it in the shader with a 'Color Attribute' node.
5. Then you can use the Image Texture in the low-poly version of the hair.
Obviously, this has some drawbacks, but the higher poly you have your burner mesh, the better the quality of the texture. You also have to pack the UV islands the same way in the high and low poly versions of the hair mesh. Hope this works out for you.
Thank you for the tutorial and add-on, Keep it up!
Awesome tool! I just bought it 2 days ago! But I'm confused with the hair material, where can I get the hair material you are using in this video?
Hey,
This is not really a material, I just showcase the different attribute you can use from the "SHP - Hair Attributes" node. They are quick and easy setups, that you can use to create a hair material, so that you don't have do set it up manually. Just combine them to create your material.
If you want to know more about it, I have a video about hair shaders:
ua-cam.com/video/CFl4P-HfEGI/v-deo.html