Dude! That UV transfering trick using geometry node is so awesome! Saves a ton of time! Thank you so much! And thanks for sharing the geo node you made! When I look into it it's way more complicated than I thought, great job! I'm having an issue though. When I open or append "GeoNode Curve To Mesh.blend", insert the 2 texture files that come with it, "Straight Curve Data.tif" and "Straight Curve Random.tif", the 6 piece of pre-made hair strand meshes display correctly, but when I create a new bezier curve and give it the geo node, the generated mesh only displays as a completely transparent piece of blank. I tried replacing the "Hair" material in the " Curve To Mesh" geo node, it seems materials withought any textures will display correctly, it just can't display any texture. Any texture map will be treated as blank. Do you have an idea what's going on here? Btw, Can I use my own material and textures, or can I only use the "Hair" material that comes with the appended file? I'm using Blender 3.3.0
After comparing every setting in every panel one by one with the pre-made hair strands, I found out why... In the geo node's Output Attributes you have to enter exactly "UVMap", and it's case sensitive. At first I just typed some random name, and later tried change it to "UVmap", neither would work, and that's my issue. Hope this helps anyone who runs into the same issue. Also, it seems I can't use my own hair material with this geo node. It's a shame because I made a custom shader with anisotropic highlights that I wish to use. But maybe I can fitgure out a way to work around it, as long as I can get the UV transfered from this node.
Hi there! Thanks for the compliments! And I'm sorry about the struggles.. I also encountered that issue with the UVMap attribute when I was making the whole thing. At this moment I don't know how this can be remedied, but I will try to look into improving it in a future version. As for the hair material, yes, you can use your own material, just swap the material attached to the modifier in the modifier stack with your own! I think you would be able to make something much better than what I made 😅
@@kruth6663 Sorry, just saw this, you just have to swap out the default material shown in the modifier with the one you made. Look towards the bottom of the modifier, just below the two options called scale x and scale y. There, you will find an option called "Material". Just swap it out with the one you made and it should work. I hope this helps! Please do post what you made with it!
@@iJacques Thank you for replying! I found it, and it's working great! I even got it to work with vertical-placed hair textures. After learning some basics of geo node, and looking into your geo node to understand it better, the typo mistake I made yesterday looks kinda silly now 😂 The auto UV feature is such a life saver! Making hair is so much easier with your tool.
I'm very glad to hear it @@kruth6663! I'm always happy to help where I can, and I'm glad I can help with my tools! If there are more questions, don't hesitate to ask! Also, feel free to post the stuff you make here!
i honestly love this tutorial more than your old one, it shows everything one needs to know and does it in a simple and good paced way. thank you so much for this ! ive been wanting to make some hair cards for a while but could never find a good tutorial for it!!
Hi. This is good work. Blender has a deficient solution for hair maps if you use Bezier. Thank you very much. I have one small question about the UV position after converting to mesh. How can I get a horizontal UV map after converting to mesh and converting the attribute to UV?
By the way, I have a bunch of things set to my quick access shortcut, simply because I use them regularly, for example, curve to mesh. You can find it in Object > Convert > Mesh. If you'd like to set it to your quick access menu, you can right click on the convert dropdown, and select Assign to Quick Favourites. Now you can convert from mesh to curve, and vice versa, simply by pressing q on your keyboard! I hope this helps someone!
Hi there! Find the location where you have the textures in your file explorer, then, in blender, go to File > External Data > Find Missing Files. Then, go to the folder that contains the textures. Once there, just click "Find missing files" and it should be fixed! I hope this helps!
Just a heads up, in Blender 3.5 onward, the method of converting the UVMap attribute to UV_Map was removed. Currently trying to figure out how to do it in 3.6.
I found a method that I think is working the way I want it to; I'm getting the result I want anyway. In the Curve to Mesh GeoNode setup, place a Store Named Attribute node between the Set Material node and the Group Output node. On the SNA node, change Float to 2D Vector, Point to Face Corner, and enter 'UVMap' in the Name field. Now, you can follow the method of converting the attribute in the video.
First of all, thank you very much for this! I'd like to ask you, is there a way to make curly/braid hair with your file without replacing the image texture? In the old video you showed that it was possible to change the appearance of hair by changing particle settings, which was leading to a change in the generated texture too. Is there a way to do the same here and how?
No problem! I'm glad you could get some use out of it! Currently, I'm not too sure as I haven't messed around with this project for a while. I believe that this system should be able to work with blender's new hair system, which has a fast and easy way of making braids, but I'm unsure of how it would be achieved with curves
Hi there! thanks for providing the files and making this super streamline, as i'm sure you know building hairs with cards is a nightmare haha, but I'm wondering is there a way to also intergrate tubes/cylindars in this method? just to build a base with overlay the alphas to give it more volume/softer overall look? or does this explicitly only work with planes?
Hmm... Thanks for the question! At the moment I think this only creates planes. I think creating a cylindrical mesh for this would create some complications seeing as uv map calculation for cylinders is a little... out of my reach for geometry nodes based stuff. But, a regular curve with a few tweaks to the geometry settings should do what you're aiming for! For this, you'd have to covert the curve to a mesh, apply tye material, and then scale/rotate the uvs to fit the image like you would for a regular mesh. Thanks again for the question! I hope this helps!
Sure you can! It's a tool, why not use it! But if you'd like to support me, please do consider linking to the Artstation page where you got it or to this video!
Well, you can add a subdivision surface modifier after the geometry nodes modifier. Or, if you need more curve segments, you can increase the curve resolution in the object data properties panel. I hope this helps!
Thank you so much for this! I was messing around with it last night and it's a really quick and efficient process. I had one issue though that I couldn't figure out: I made my own hair textures with fibershop but I couldn't get the transparency to work. Do you have any advice?
Hi there! I'm glad you found a good use for it! I think that you might need to modify the material provided within the project files. I think that fiber mesh gives you a black and white image for transparency, as well as other maps for colour and such. For transparency, all you'd need to do is plug the attribute node into the texture node to get the uvs and then plug the texture into the principled bsdf, and that should give you transparency. I hope this helps!
Hello! Cool video! I tried to change the material to another. But I didn't succeed. How can I change the hair material, for example, add FiberShop cards? When I change the material, the removed hair material is displayed.
Hi there! I hope you managed to get it working 😅 yes, you need to connect the "UVMap" attribute into the image textures in order for them to be displayed Also make sure to add the new material you wish to swap out into the geometry nodes modifier
Does it actually work? I tried downloading the files, but they all seem to be empty, I don't see any collections or whatever. Did I do something wrong?
Hey! I have encountered this problem myself a few times. I think it happens when you open a file made in a newer version with an older version. I think I made these files with either 2.93 or 3.0. I don't think you did something wrong, rather I think it's the version of blender you are using
If you look in the video right after the introduction and look at the blender splash screen, you will see in the top right corner it says 3.2.0 I think using the most recent version of blender should fix it. I know switching versions is not always desirable, so if you want, you can download the zip version of blender 3.2.2 and open the files with it. Then, simply use ctrl+c to copy and ctrl+v to paste in the version you'd like to use. I hope this helps!
I'm sorry for that 🤣 I had a bad time with editing in subtitles last time, so I thought it would be better to do them on youtube itself, rather than baking it into the video I hope you managed to still find use in it though 😅
@@iJacques I watched the older version of this vid too. One thing you do differently is create the hair cards with multiple colors. You explained that it had to do with roots and tips and other things. However, I didn't fully understand why you do this instead of creating cards for different values. For example, I've seen people create a black and white opacity card and a diffusion card with dark to light values of one color. Then they have flow maps, ID maps, and so many others. I need to watch the vid a few more times to fully understand how your multicolored cards fulfill many of the requirements involved in creating a complete shader.
@@TheFuzzypuddle Okay, so the multi colour map is to add a bit of randomness to the final colours. I'm not fully sure why I did it the way I did, but at the time it felt the easiest, at least to me. Please, never take anything I do 100% seriously. I may have experience with using the tools, but sometimes, I don't know how to effectively use them. There are many people that actually know what they're talking about, so I'd trust them above me. Ideally, you would have something like fibershop th-cam.com/video/ILi2PZZi8tk/w-d-xo.html or something similar. Or, like me, you only have access to blender. In that case, well, we're both screwed ¯\_(ツ)_/¯ But, in all seriousness, I hope you manage to get the look that you're looking for! Remember, you are smarter than you think
Nice, but the BIG 800 pound gorilla problem with your tutorial is that you are going way too fast! No screencast commands either! You move the cursor and select commands so fast, it is hard to keep up, especially since we have to follow the Closed Captioning since you don't voice narrate! One shouldn't have to download a video and run it through an external editor just to slow down and see what you're doing with commands. That's a pain in the ass! Your CC instructions are fine, but y0u are moving the cursor so damned fast that I cannot keep up with what you are doing. "What the hell did he click on? How did he change that command? How many more steps did I miss because I was trying to figure out what he did five steps ago?" Patience is important in teaching! PROS: This is an improvement over the previous tutorial on the same subject. CONS: You're sacrificing good instruction for "I just wanna speed through this tutorial to show how fast I am!" This feels more like an overview than a tutorial. I'm not criticizing you to be mean. You have a good *basis* for a tutorial here. However, as quickly as you were blazing through the process to set up the Geometry Nodes, this might as well be called an overview, and not a tutorial. You just need to be more patient, and be confident enough to voice narrate. :)
Can you help me? I created the curve, but when I add the Geometry Nodes modifier, the "curve to mesh" option doesn't appear like in the video 0:36 , what do I do, please? i.gyazo.com/51b19627c7f7b0e9d61a4a2f3e1d4516.png
Dude! That UV transfering trick using geometry node is so awesome! Saves a ton of time! Thank you so much!
And thanks for sharing the geo node you made! When I look into it it's way more complicated than I thought, great job!
I'm having an issue though. When I open or append "GeoNode Curve To Mesh.blend", insert the 2 texture files that come with it, "Straight Curve Data.tif" and "Straight Curve Random.tif", the 6 piece of pre-made hair strand meshes display correctly, but when I create a new bezier curve and give it the geo node, the generated mesh only displays as a completely transparent piece of blank.
I tried replacing the "Hair" material in the " Curve To Mesh" geo node, it seems materials withought any textures will display correctly, it just can't display any texture. Any texture map will be treated as blank. Do you have an idea what's going on here?
Btw, Can I use my own material and textures, or can I only use the "Hair" material that comes with the appended file?
I'm using Blender 3.3.0
After comparing every setting in every panel one by one with the pre-made hair strands, I found out why...
In the geo node's Output Attributes you have to enter exactly "UVMap", and it's case sensitive.
At first I just typed some random name, and later tried change it to "UVmap", neither would work, and that's my issue. Hope this helps anyone who runs into the same issue.
Also, it seems I can't use my own hair material with this geo node. It's a shame because I made a custom shader with anisotropic highlights that I wish to use. But maybe I can fitgure out a way to work around it, as long as I can get the UV transfered from this node.
Hi there! Thanks for the compliments! And I'm sorry about the struggles..
I also encountered that issue with the UVMap attribute when I was making the whole thing. At this moment I don't know how this can be remedied, but I will try to look into improving it in a future version.
As for the hair material, yes, you can use your own material, just swap the material attached to the modifier in the modifier stack with your own! I think you would be able to make something much better than what I made 😅
@@kruth6663 Sorry, just saw this, you just have to swap out the default material shown in the modifier with the one you made. Look towards the bottom of the modifier, just below the two options called scale x and scale y. There, you will find an option called "Material". Just swap it out with the one you made and it should work. I hope this helps! Please do post what you made with it!
@@iJacques Thank you for replying! I found it, and it's working great! I even got it to work with vertical-placed hair textures. After learning some basics of geo node, and looking into your geo node to understand it better, the typo mistake I made yesterday looks kinda silly now 😂
The auto UV feature is such a life saver! Making hair is so much easier with your tool.
I'm very glad to hear it @@kruth6663! I'm always happy to help where I can, and I'm glad I can help with my tools! If there are more questions, don't hesitate to ask! Also, feel free to post the stuff you make here!
i honestly love this tutorial more than your old one, it shows everything one needs to know and does it in a simple and good paced way. thank you so much for this ! ive been wanting to make some hair cards for a while but could never find a good tutorial for it!!
You are very welcome! 😄 I'm very glad I could help!
Man thats a killer technique! UV's on curves!
Thanks a bunch!!!
Thanks! You're welcome!
Hi. This is good work. Blender has a deficient solution for hair maps if you use Bezier. Thank you very much. I have one small question about the UV position after converting to mesh. How can I get a horizontal UV map after converting to mesh and converting the attribute to UV?
Dude, you save a lot of our time who need it, it must be get more Appreciation
thanks Alot
It's no problem! I'm glad I could help! Thanks for your support!
By the way, I have a bunch of things set to my quick access shortcut, simply because I use them regularly, for example, curve to mesh.
You can find it in Object > Convert > Mesh. If you'd like to set it to your quick access menu, you can right click on the convert dropdown, and select Assign to Quick Favourites. Now you can convert from mesh to curve, and vice versa, simply by pressing q on your keyboard!
I hope this helps someone!
hi there jacques. thank you so much for your tutorial and the materials, this is super helpful
Hi there! Find the location where you have the textures in your file explorer, then, in blender, go to File > External Data > Find Missing Files. Then, go to the folder that contains the textures. Once there, just click "Find missing files" and it should be fixed! I hope this helps!
@@iJacques ooh that did it thank you so much omg
@@rostrider588 I'm glad I could help 😆 have fun!
Just a heads up, in Blender 3.5 onward, the method of converting the UVMap attribute to UV_Map was removed. Currently trying to figure out how to do it in 3.6.
I found a method that I think is working the way I want it to; I'm getting the result I want anyway. In the Curve to Mesh GeoNode setup, place a Store Named Attribute node between the Set Material node and the Group Output node. On the SNA node, change Float to 2D Vector, Point to Face Corner, and enter 'UVMap' in the Name field. Now, you can follow the method of converting the attribute in the video.
Thanks for letting me know! I'll be sure to update it!
First of all, thank you very much for this!
I'd like to ask you, is there a way to make curly/braid hair with your file without replacing the image texture? In the old video you showed that it was possible to change the appearance of hair by changing particle settings, which was leading to a change in the generated texture too. Is there a way to do the same here and how?
No problem! I'm glad you could get some use out of it!
Currently, I'm not too sure as I haven't messed around with this project for a while. I believe that this system should be able to work with blender's new hair system, which has a fast and easy way of making braids, but I'm unsure of how it would be achieved with curves
Hi there! thanks for providing the files and making this super streamline, as i'm sure you know building hairs with cards is a nightmare haha, but I'm wondering is there a way to also intergrate tubes/cylindars in this method? just to build a base with overlay the alphas to give it more volume/softer overall look? or does this explicitly only work with planes?
Hmm... Thanks for the question! At the moment I think this only creates planes. I think creating a cylindrical mesh for this would create some complications seeing as uv map calculation for cylinders is a little... out of my reach for geometry nodes based stuff.
But, a regular curve with a few tweaks to the geometry settings should do what you're aiming for! For this, you'd have to covert the curve to a mesh, apply tye material, and then scale/rotate the uvs to fit the image like you would for a regular mesh.
Thanks again for the question! I hope this helps!
@@iJacques thanks for the reply, appreciate it :)
You're welcome! Always happy to help!
Thank you so much for the video and resources! Are you alright if we use this to make hair for our own models for things like video game modding?
Sure you can! It's a tool, why not use it!
But if you'd like to support me, please do consider linking to the Artstation page where you got it or to this video!
@@iJacques Of course! Thank you!
Trying to figure out how to subdivide the curve. This method seems promising. I've tried everything so far with no progress lol
Well, you can add a subdivision surface modifier after the geometry nodes modifier. Or, if you need more curve segments, you can increase the curve resolution in the object data properties panel.
I hope this helps!
@@iJacques Oh excellent! I've found it! Thanks so much :)))
Wish you the best of luck!
Thank you so much for this! I was messing around with it last night and it's a really quick and efficient process. I had one issue though that I couldn't figure out: I made my own hair textures with fibershop but I couldn't get the transparency to work. Do you have any advice?
Hi there! I'm glad you found a good use for it!
I think that you might need to modify the material provided within the project files.
I think that fiber mesh gives you a black and white image for transparency, as well as other maps for colour and such. For transparency, all you'd need to do is plug the attribute node into the texture node to get the uvs and then plug the texture into the principled bsdf, and that should give you transparency. I hope this helps!
Hello! Cool video! I tried to change the material to another. But I didn't succeed. How can I change the hair material, for example, add FiberShop cards? When I change the material, the removed hair material is displayed.
If you replace the material in the geometric nodes, then nothing is displayed at all.
Sorry) I was inattentive when connecting the material. It was necessary to connect attribute vector - mapping vector.
Hi there! I hope you managed to get it working 😅
yes, you need to connect the "UVMap" attribute into the image textures in order for them to be displayed
Also make sure to add the new material you wish to swap out into the geometry nodes modifier
@@iJacques Thanks! did so. It works great!
Does it actually work? I tried downloading the files, but they all seem to be empty, I don't see any collections or whatever. Did I do something wrong?
Hey! I have encountered this problem myself a few times. I think it happens when you open a file made in a newer version with an older version. I think I made these files with either 2.93 or 3.0. I don't think you did something wrong, rather I think it's the version of blender you are using
If you look in the video right after the introduction and look at the blender splash screen, you will see in the top right corner it says 3.2.0
I think using the most recent version of blender should fix it. I know switching versions is not always desirable, so if you want, you can download the zip version of blender 3.2.2 and open the files with it. Then, simply use ctrl+c to copy and ctrl+v to paste in the version you'd like to use. I hope this helps!
I didn't notice [use cc], so i was watching this at 25% speed trying to keep up and thinking wtf why does my brain not know things.
I'm sorry for that 🤣 I had a bad time with editing in subtitles last time, so I thought it would be better to do them on youtube itself, rather than baking it into the video
I hope you managed to still find use in it though 😅
@@iJacques haha, no worries. the video is great. i found it to be very useful. thanks!
@@TheFuzzypuddle I'm always glad when someone manages to get use out of something I made!
@@iJacques I watched the older version of this vid too. One thing you do differently is create the hair cards with multiple colors. You explained that it had to do with roots and tips and other things. However, I didn't fully understand why you do this instead of creating cards for different values. For example, I've seen people create a black and white opacity card and a diffusion card with dark to light values of one color. Then they have flow maps, ID maps, and so many others.
I need to watch the vid a few more times to fully understand how your multicolored cards fulfill many of the requirements involved in creating a complete shader.
@@TheFuzzypuddle Okay, so the multi colour map is to add a bit of randomness to the final colours. I'm not fully sure why I did it the way I did, but at the time it felt the easiest, at least to me.
Please, never take anything I do 100% seriously. I may have experience with using the tools, but sometimes, I don't know how to effectively use them. There are many people that actually know what they're talking about, so I'd trust them above me. Ideally, you would have something like fibershop th-cam.com/video/ILi2PZZi8tk/w-d-xo.html or something similar.
Or, like me, you only have access to blender. In that case, well, we're both screwed ¯\_(ツ)_/¯
But, in all seriousness, I hope you manage to get the look that you're looking for! Remember, you are smarter than you think
Nice, but the BIG 800 pound gorilla problem with your tutorial is that you are going way too fast! No screencast commands either! You move the cursor and select commands so fast, it is hard to keep up, especially since we have to follow the Closed Captioning since you don't voice narrate! One shouldn't have to download a video and run it through an external editor just to slow down and see what you're doing with commands. That's a pain in the ass! Your CC instructions are fine, but y0u are moving the cursor so damned fast that I cannot keep up with what you are doing. "What the hell did he click on? How did he change that command? How many more steps did I miss because I was trying to figure out what he did five steps ago?" Patience is important in teaching!
PROS: This is an improvement over the previous tutorial on the same subject.
CONS: You're sacrificing good instruction for "I just wanna speed through this tutorial to show how fast I am!" This feels more like an overview than a tutorial.
I'm not criticizing you to be mean. You have a good *basis* for a tutorial here. However, as quickly as you were blazing through the process to set up the Geometry Nodes, this might as well be called an overview, and not a tutorial. You just need to be more patient, and be confident enough to voice narrate. :)
Can you help me?
I created the curve, but when I add the Geometry Nodes modifier, the "curve to mesh" option doesn't appear like in the video 0:36 , what do I do, please?
i.gyazo.com/51b19627c7f7b0e9d61a4a2f3e1d4516.png
Hi, sorry for the late reply, you need to look in the attributes menu. It should be there