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The Key to Realistic Fur & Hair in Blender 3.6
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- Опубліковано 30 сер 2023
- Wondering how the pros make it look so convincing? Are you tired of attempting to create realistic fur or hair that falls short of your expectations? In this video, we're diving deep into the art of realistic grooming using Blender's powerful hair system. Whether you're working on hair or fur, we've got you covered. *No pun intended.
Find the models on Gumroad for a small price:
mvartz.gumroad...
Or just the starter file:
mvartz.gumroad...
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If you have a question about anything you saw in the video, something that you missed, or maybe I missed, or if you have any other requests ask me in the comments!
#MVARTZ #MvartzTutorials #MvartzAnimation #BlenderTutorial #Animation #MotionDesign
Great work. Thanks for creating a great video. Are you sharing this project file anywhere?
Jupjup the model is on gumroad, link in description, for a small price. You can either choose the starter file, or the final version. The first is without hairsystem, so cheaper, the latters has everything I've used and done.
I love videos like this! "what are they doing that youre not? what makes their stuff look good"
Same! 🤩
That thumbnail is pretty sus
Haha. Context is everything!
thank you so much! such a helpful and informative video :D single handedly saved my semester project c:
Thanks for your kind words, it really gives me new energy too!
Super helpful video, thank you!!
Glad to hear you think that! 😁
Je poppetje ziet er supercute uit. Je kan zo de Berenboot rebooten ermee. Nice!
Dank je wel! 🤩
Het heeft wel wat van die stijl weg ja!
i was following along fine until the point at 3:33 here; feels like you jumped quite a lot of steps in between to get all those nodes :P
if i were to guess, did you:
1. make a new material for the base body as pure white color,
2. made a new material for everything else un-furred as pure black color,
3. baked it as a full texture map?
im also missing the step about having it cast the un-furred with shadows, but that's just me guessing if there's anything there
still a great video though, with that missing part being the only caveat! many tutorials simply show how to setup the fur curves, but don't go over the many longstanding theories and heuristics behind making them look good. but you did it very effectively in such a short time.
You are right. First I made all the fur parts on the model white. Principle bsdf to catch shadows.
Just to be sure I shaded all other materials black. Set the world to an even color, .5 grey I believe.
This was all done in a new Blender scene, you can create those in the same blend file. Without it messing with the existing scene.
Then baked the texture map hide all hair systems just in case. The black materials will cast shadows or when the clip through the base mesh it will show up black anyway.
It's difficult to capture everything in one engaging video. I'm still learning how to best do that with every video.
I'm making another video on the muppet on youtube and will upload the full unedited process on Gumroad for a small price. (When I'm back home)
The focus in this video is to show principles of hair styling, i couldn't possible cover eveything in one video. I appreciate your honest feedback and will keep it in mind for the next.
Hope to see you around
Great tutorial! Now I can finally be a groomer.
Glad you enjoyed it! Good luck with the career change🤙
I hope to see an updated version of this video now that Blender 4.0 is out
I don't know how much change, I'll see what I can do. Can't promise anything yet
thank you so much for amazing tips!
Thnx means a lot to hear this🤩
Very informative, thank you!
That's good to hear 😁
A grooming tutorial, reddit mods must be salivating right now
Haha! Don't worry, this is all about 3D modeling and hair/fur techniques in Blender. No Reddit mods will need to break a sweat here!
Thanks for watching😁
My biggest problem with working with hair is the actual combing process. I've put so many hours into practicing it, I've tried combing many hairs at once, Combing single guide hairs individually, Using a reference mesh, Using a mouse, Using a tablet, Etc. And it just doesn't seem to work for me. I see all these videos on hair grooming and it seems like people just magically have the combing step figured out already. All of the tutorials I have watched seem to just assume that the viewer is able to comb the hairs, But I just can't seem to get that step right. Do you have any advice for this? Because it's by far the most difficult step for me and I don't know how to get better because I can't find any resources which tell me what I might be doing wrong and why the hairs refuse to do what I want them to.
I see.
It's never easy to do this in text but I'll try and explain what I do when combing.
First, I like to work with as little guide strands as possible, so hide/delete/select the ones you need and don't need.
In sculpt mode (hair) on the right hand corner is a button to enable the collision with surface while sculpting. This can be handy to get the hairs down without them penetrating the basemesh.
These are the thinks I do:
1. Use as large a brush tip as possible, relative to the strands your working on.
2. For fine control you can use the outer part of the brush cicle (fall off area) Adjustments are done with less strenght and intensity
3. Start combing at the start of the strands, maybe the tips will stay back, do does in a second comb.
4. Work from 1 view get is somewhere acceptable, swich views, then work to something acceptable in this view. Go back and for through the 3d space like this
5. Ingnore worbles and individual strand errors at first. If you work on 5 strands that fall over the shoulder create the main flow first. (from all angles)
6. Refine on strand by strand basis
7. Use smooth to distribute point over the curve more evenly. Sometimes the outer points get dragged out the most. This makes the curve harder to control. Use the smooth brush and brush over the curve a couple of times. Check in edit mode it helps the even distribution of your hair curve.
8. Disable most modifier on the quick fur, this runs smoother and is better to visualize the curves correctly.
9. Keep pushing
10. Don't be affraid to delete a curve and start over. (for example if it is all tangled up on itself)
Hope these help you out a bit, let me know! Love the hear what you're making too
Ciao
Awesome explaining here! I also wander if this hair node system can be exported to be use inside Unreal Engine?
Thank u! I'm not really a Unreal user, but have you tried "send2ue" blender add-on
Thanks, subscribed ❤
Thank you too! 🤩
Do you know how much of the grooming should be done ib blender if the end goal is to export the character to unreal?
I'm not familiar enough with unreals grooming system. However, I do know something you should consider.
Blender uses hair curves, which means alot of verteces.
Usually game engines don't like that.
More often that not hair cards will be used.
How the hair cards are made is up to artist or dictates by de studio's workflow.
I'm planning to create a tutorial on converting a hair system into something game ready.
There have been more folks asking about it. Lemme know of you want that too😁
Great video! How would you go about exporting a groom to Unreal Engine. I'm having trouble with that.
Usually game engines use hair cards to save memory usage.
Whats the best way of getting the color variation in the fur? I saw you mention iy being needed, but missed how you did that.
I cover that in the how to make a muppet video
Would've loved to work alongside the video using the example model, but there's no download for the example model used. I tried using a simple sphere that I distorted, but I couldn't add a fur modifier as a "Mesh UV Map Required" error popped up (as a newb, that throws me for a loop).
The UV error is because your geometry/object isn't unwrapped. If you just try to work along with a sphere or a primitive object. Go into edit mode, and press U then choose smart UV project. This unwraps the mesh based on an angle limit.
That should work fine in this case.
Sorry the model isn't availble yet. I plan on bringing it to Gumroad.
Find the models on Gumroad for a small price:
mvartz.gumroad.com/l/RedPandaMuppet
Or just the starter file for even less:
mvartz.gumroad.com/l/MuppetStarterFile
where in the world is the node to adjust the hair length haha. even when im only looking at the "set hair curve profile" geometry node, there isnt a single thing that looks relevant to length. aside from maybe the shape range node but alterting the value on that didnt have any effect on the hair length.
is this what you're looking for?
The trim hair curves are in the essential assets of blender 3.4 and up. Converting it to a node is done by clicking the dropdown menu and choosing "move to nodes".
more on trim hair curves:
docs.blender.org/manual/en/latest/modeling/geometry_nodes/hair/deformation/trim_hair_curves.html
@@MVARTZI found it about 30 minutes after I commented. The trim hair curves worked.I appreciate it.
Thank you for this video, it's been a big help on my project. I have a problem though. My model is using 4 UDIM texture tiles. It seems I can't make a mask texture for the fur interpolation because it does not recognise the 3 other tiles. I can paint the mask on the first tile and it acts as if all my UV's UDIM tile positions are stacked on that first tile, making it impossible to mask anything correctly. My UV's are otherwise all correct as I have numerous other textures using them perfectly fine. I can view my islands laid out correctly, but the interpolation interprets it all strangely (took me a while just to figure out exactly what it was doing). Any help would be really appreciated.
I honestly don't know. From what I can tell from this post, it's not integrated yet in geo nodes.
projects.blender.org/blender/blender/issues/102918
Btw, let us know if you figure it out please
@@MVARTZ I definitely will, thanks for the info. Unfortunately I'm pretty new to blender, so pretty low chance I'll figure anything out haha. I could try the old hair particle system maybe, but I don't know if that'll have the same problem
@@MVARTZ So, I did figure it out in the end - sort of. While you cannot use an image as a mask with UDIM, you *can* still use vertex groups in the Density Mask field right above the Mask Texture field. It's clunkier to do it that way if you plan to do things like clothing on top of fur but it can be done that way. (I ended up redoing a lot of work and converting my model to regular textures, not UDIM).
@@ScruffyTime great to hear you figured it out. It's also kinda fun figuring these things out right!?
Anyway thnx fpr sharing you're findings with us
hello, How did you get your fur to follow your texture map? pls help :(
I think this is what you're looking for:
ua-cam.com/video/mJSIDgH-6oA/v-deo.htmlsi=GPYfbn2MAsrixGP_&t=750 starts at 12min29
Thank youuu 🥹
hey, that's my line for the outros ! ciao... and I'm actually italian.
Wow outro twins 😲🤩
@@MVARTZ 🤣... well one of us gotta change it 🤣. Can't have same outro !
@@PixelForgeLab rock paper scissors 😜
@@MVARTZ mmmmmm, let's see who did it first, I'll my videos, and see when I started saying ciao at the end, you check yours 👍🏼
inizio a usarlo anche io 💅🏻
Nevermind, I found it. It's called Two Turtle Doves
I don't understand, sorry🤷🏻
we have to make our hair first or animate the object first?
Doesn't really matter. You could do both, but more chronological would be hair first. Sign off on the look of the character and then continue animating.
You can always clear al transformations and make your styling there. (After animation)
What if the character is rigged and has blendshapes? Will the hair follow the animation?
The surface deform hair node should enable deformation for both rig deformation and shape keys.
If the will behave in the expected way is to been seen.
We're waiting eagerly on accessible and user friendly hair sim nodes 😁
Exciting stuff! Really love this tutorial. I keep coming back to it whenever I get stuck with making fur. Thank you@@MVARTZ
@@graygrandeza6126 that's great to hear! Creating hair or fur is so much fun to do, hope yoi enjoy it as much as I do🤙
Hi! How did you get your fur to follow your texture map? I can't seem to make it get the colors from the texture map of my model :(
What I did is use an attribute node in the shader editor with that name surface_uv_coordinates, and you should have the correct uv map.
Hi@@MVARTZ ! I'm sorry for the many questions, but I can't seem to find that node in the shader editor? Tried googling it as well but can't seem to find the right info
@@graygrandeza6126 in the shader nodes editor add new now, by searching, type attribute.
Add this node, which should have an text field.
There you should write surface_uv_coordinates.
The attribute node shound be under the category "input"
Btw ask anything you like, I try to answer most of the questions. As good as I can of course, some I don't know either
it worked! although it was surface_uv_coordinate (without the s) that got it working. Thanks so much!!@@MVARTZ
📸🤨
😶
It would be much easier to understand what each parameter does if you showed its influence on the model each time. You do it sometimes, but you skipped some you just mentioned in passing despite using them for the final result.
I understand... however this was never meant to be a step by step tutorial. Rather a guide and principles to follow.
I'll upload the full unedited process on gumroad as soon as back home. Maybe that can provide you with the necassary steps.
I hope you understand the different format choices we sometimes have to make will creating educational content.
@@MVARTZ Fair enough, I was looking for a guide and if that's not what you were going for that's fine.
Thanks for uploading the whole process then.
Can u add paypal method on gumroad bro?
I just did, thanks for bring it to my attention.👌🏻
I thought this would be possible from the get go👍🏻
@@MVARTZ done
200th like 😊
Thnk you, means a lot🤩
unfortunate thumbnail
Thnx for the feedback
You are Portuguese
Although I would love that, however I'm as dutch as the come.
@@MVARTZ Thanks for your answer, I like your videos
@@vicentejesus7230 that means a lot to me vicente! Hope to see you around 🤙
ok groomer
Clever wordplay 🤙
I beg you change the thumbnail. Seing a giant "grooming" on it is really not the best first sight.
You're one of a bunch who commented something about it. So I'll change it.
Any suggestions?
I don't find this guy's facial hair at all realistic.