Spent 3 days losing my mind over how to create cute, stylized moss - and then finally found your video! Even though it's about hair, it's the perfect base for a moss workflow. Thank you SO much for this incredibly useful and well-made tutorial!
If you use this geometry node setup inside a Curve Object instead of geometry, you don't have to convert the curve to mesh. You can use the "set curve radius" node paired with "spline parameter" to control the thickness. It only appears in render mode, but you can change the curve setting from "strip" to "strand" in the curve render settings to get a visual representation of how thick the curve is in the viewport.
cool. but what if we have a bed with some fur applied? the RAM is overloaded ) how to make only the fur visible to camera to be calculated and rendered?
Really well done tutorial video! Thank you! - Unfortunately I cannot get past 1:30. "Geometry cannot be retrieved from the modifier.". How did you get the Fuzz Generator appear in the outliner? Never seen that before (but I am a newbie...)
Wonderful! Simple, very cool to follow along, very fun! I just got one question: In some of the fuzz you show, the fur sag downward, how did you get this to be consistent? I tried rotating the curves but depending on the part of the mesh the hair will rotate the "wrong" way which makes it go inside the mesh, and looks wrong, and I just don't get how to make it follow along the surface in the right direction for each part of my character.
Can you make a video about how to create a procedural mossy texture for old buildings like temples and etc, as it's really required for environments projects... and thank you for this wonderful video! Big fan!
Thanks for tutorial!! Also I want to put texture on the fur properly (such as put certain text or word on fur or customized colored texture) Can you tell us how? Because when I tried to add alphabet texture on fur material, Alphabet got distorted or seems like added noise automatically. Is there a way I can fix it?
Spent 3 days losing my mind over how to create cute, stylized moss - and then finally found your video! Even though it's about hair, it's the perfect base for a moss workflow. Thank you SO much for this incredibly useful and well-made tutorial!
Glad I could help!
I wish every tutorial on UA-cam was like this!
Thank you for the support, :)
When I get rid of the geometry input node my object disappears. Do you know how to help with this? Thanks.
Were you able to figure this out? I'm having the same issue, and trying to google the problem doesn't give me what I need
If you use this geometry node setup inside a Curve Object instead of geometry, you don't have to convert the curve to mesh. You can use the "set curve radius" node paired with "spline parameter" to control the thickness. It only appears in render mode, but you can change the curve setting from "strip" to "strand" in the curve render settings to get a visual representation of how thick the curve is in the viewport.
Thanks, I'll look into that. :)
Your tutorials are pieces of art. Thank you!
Wow, thank you!
@@sinasinaie +1 man, so good
Bruh, just keep saving my projects and presentations! Thank you so much!
Happy to help!
lol i love the swooshing sound effects
What an incredibly didactic tutorial -- thanks for sharing!
You're very welcome!
Best tut ever!! Loved the hidden joke, audio FX and break downs. THNX
Glad you liked it!
cool. but what if we have a bed with some fur applied? the RAM is overloaded ) how to make only the fur visible to camera to be calculated and rendered?
Really well done tutorial video! Thank you! - Unfortunately I cannot get past 1:30. "Geometry cannot be retrieved from the modifier.". How did you get the Fuzz Generator appear in the outliner? Never seen that before (but I am a newbie...)
You have to add any other mesh, a cube for example, and then apply the Geometry nodes to THAT mesh.
Wonderful! Simple, very cool to follow along, very fun!
I just got one question: In some of the fuzz you show, the fur sag downward, how did you get this to be consistent? I tried rotating the curves but depending on the part of the mesh the hair will rotate the "wrong" way which makes it go inside the mesh, and looks wrong, and I just don't get how to make it follow along the surface in the right direction for each part of my character.
I have the same question, were you able to find a solution?
Sir. Please. Your videos are just, simply, perfect in everything. But we need them more frequently. ❤
Thank you for the support. I try my best, :)
Best looking tutorial ever ! how did you set the fur direction to be flat on top of the hears
Hey Sina, how do You deal with super long render times. That many hair instances is really making it slow!
Can you make a video about how to create a procedural mossy texture for old buildings like temples and etc, as it's really required for environments projects... and thank you for this wonderful video! Big fan!
Great suggestion! I'll put it on my ideas list. :)
@sinasinaie I'm looking forward to seeing your next video!
Thanks for tutorial!!
Also I want to put texture on the fur properly (such as put certain text or word on fur or customized colored texture)
Can you tell us how? Because when I tried to add alphabet texture on fur material, Alphabet got distorted or seems like added noise automatically. Is there a way I can fix it?
Thanks for the tutorial!
Happy to help!
Can you do a video on a Fur sim?
One with the Hair Nodes, can’t find any videos on the topic
Hi Sina, How can we adjust the areas that need to remain smooth when applying this process on the model?
You can omit some parts of the mesh with weight painting. I demonstrate the process in this video: ua-cam.com/video/E5GpZO9NFrY/v-deo.html
@@sinasinaie thank you brother 🖐🏼
When the wind touches the surface of the model, how does the scattering occur?
How to remove hairs for eyes in geometry nodes?
Look into "weight painting".
ua-cam.com/video/E5GpZO9NFrY/v-deo.html