Hair Simulation with the new hair system in Blender | 3.6 and +

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  • เผยแพร่เมื่อ 20 ม.ค. 2025

ความคิดเห็น • 95

  • @jollyroger357
    @jollyroger357 10 หลายเดือนก่อน +7

    I feel like I've been looking for ages on a good way to make the geonodes hair controllable by an armature! Thanks for this

  • @hi.iammete
    @hi.iammete 26 วันที่ผ่านมา

    i have been searching all internet for this solution and you helped me with that. You earned a follower

  • @Varamthir
    @Varamthir 4 หลายเดือนก่อน +1

    Amazing setup! Helped me with simmulating full on spartan helmet hair with the proxies. The result is amazing and so epic! I adjusted the Pin group so that more of the hair segments are pinned to achieve this "stiff look", and so that only the tips of hair are moving with animation and physics. Thank You for this video!

  • @Awesome3D
    @Awesome3D ปีที่แล้ว +2

    Thanks for the amazing tutorial! I've been trying to figure out how to do this!

    • @rakenval
      @rakenval  ปีที่แล้ว +1

      You're welcome ! :)

  • @theV990
    @theV990 วันที่ผ่านมา

    Hello, why can't I add the resample strand modifier at 0:36 ? When I type "resample" like you did in the search bar, it doesn't come up with anything. I have appended the node tree from your file, and I can place it in the node editor, but your video doesnt show how to link it to other geomtry nodes that way.

    • @theV990
      @theV990 วันที่ผ่านมา

      I'm on blender 4.2 btw

    • @theV990
      @theV990 วันที่ผ่านมา

      nvm, i was supposed to "add modifier" > "geometry node" THEN search for resample strand node. Your video goes a bit too quick don't be afraid to go slow, thanks for the tutorial

  • @legome_theog
    @legome_theog 3 หลายเดือนก่อน

    how do you make the actual geo node hair follow the proxy mesh? I'm not sure I'm following

    • @legome_theog
      @legome_theog 3 หลายเดือนก่อน +1

      nevermind, just realized I forgot about the cage thing lol

    • @rakenval
      @rakenval  3 หลายเดือนก่อน +1

      Haha, at least you resolved the issue 😄

  • @mengqinu3236
    @mengqinu3236 ปีที่แล้ว

    Thank you very much for sharing, I had no success using hair dynamics before you

    • @rakenval
      @rakenval  ปีที่แล้ว

      You're welcome ^^

  • @thesleeper3787
    @thesleeper3787 8 วันที่ผ่านมา

    when i try to bind it says "target contains concave polygons" any fix?

    • @thesleeper3787
      @thesleeper3787 8 วันที่ผ่านมา

      fixed it, i didn't press the inverse button in the corrective smooth modifier. I only selected roots and moved on lol

  • @STILLTHINKING656
    @STILLTHINKING656 ปีที่แล้ว

    yooo. awesome and helpful. thanks bro, imma wait for your next content. cheer up!

    • @rakenval
      @rakenval  ปีที่แล้ว

      Thanks, I'll resume posting videos after the holiday period ^^
      Cheers!

  • @joshloera_art
    @joshloera_art 2 หลายเดือนก่อน

    I tried to use this method but instead rigged the mesh version to a wiggle bone rig. When I created the follow proxy, it seems to work but it seems the roots and the end of the curves connect which create hairs crashing through my character. Have you seen this before? Any fixes?

    • @rakenval
      @rakenval  2 หลายเดือนก่อน +1

      Can't tell for sure but when it goes all crazy it's usually because the indexes between proxy and original hair don't match

  • @cahyaaa
    @cahyaaa 9 หลายเดือนก่อน

    hi rakenval, i use this method for animating the hair. but when render in cycle. the hair always been off or messed up.. is this problem happen for u too?
    i try evee, and it render like normal only in cycle it became messed up..

    • @rakenval
      @rakenval  9 หลายเดือนก่อน

      Hey ! Sadly I do not use Cylces so I wouldn't really know, but it's weird though, I don't think the render engine should be affecting the simulation...What do you mean by "messed up" ?

  • @dabaie-z9y
    @dabaie-z9y หลายเดือนก่อน

    amazing tutorial! I want to know how you find that when you use the resample curve node and convert the curve to a mesh, they will have the same numbers of points, you know, if you dont
    use the node and just convert a curve to a mesh, the mesh will have An indefinite number of points

    • @rakenval
      @rakenval  หลายเดือนก่อน

      Honestly I don't know and don't undersand why
      It surprised me the first time, I found that resampling helps, just still don't know why or how
      As long as it works 🤷

    • @dabaie-z9y
      @dabaie-z9y หลายเดือนก่อน

      @@rakenval You're very explorative👍

  • @drewh9717
    @drewh9717 9 หลายเดือนก่อน

    The proxy method doesnn't seem to work with rigged meshes too well

    • @rakenval
      @rakenval  9 หลายเดือนก่อน

      I suppose it depends on how you're using the proxies
      I haven't explored using it for fur or stuff like that very much so I suppose you could run into some issue there
      but for haircuts I don't have any problems with my charas (the scalp mesh isn't deforming so it easier)
      May I ask what is the issue more precisely ?

  • @狐狸-k7i
    @狐狸-k7i 10 หลายเดือนก่อน

    sir,i got a problem that surface deform target contains invalid polygons,buy why?

    • @狐狸-k7i
      @狐狸-k7i 10 หลายเดือนก่อน

      never mind ,figur out, thank your sharing

  • @applebottoms881
    @applebottoms881 ปีที่แล้ว +1

    Do you also have a detailed tutorial on how you made the hair using the new hair system as well?

    • @rakenval
      @rakenval  ปีที่แล้ว +3

      Not yet, but I could make one soon👍

    • @applebottoms881
      @applebottoms881 ปีที่แล้ว +2

      @@rakenval That would be great! Looking forward to it !!!

    • @rakenval
      @rakenval  ปีที่แล้ว +3

      Would you prefer to see the exact same haircut as in the video or some other hairstyles ?

    • @applebottoms881
      @applebottoms881 ปีที่แล้ว

      Making a tutorial on the same hairstyle is preferred as it will go well with the current video. However, it is totally up to you as it is your channel :)

    • @rakenval
      @rakenval  ปีที่แล้ว +3

      Okay okay, I'll probably make two or three anyway ^^

  • @Animal3DStudios
    @Animal3DStudios 8 หลายเดือนก่อน

    Nice! But after applying the create roots group modifier I get "Evaluated geometry from modifier does not contain curves"

    • @rakenval
      @rakenval  8 หลายเดือนก่อน

      That's weird 🤔
      Are you sure you applied the group before extruding the lines into thin planes ?

    • @Animal3DStudios
      @Animal3DStudios 7 หลายเดือนก่อน

      @@rakenval forgot to convert the proxy mesh thanks.

    • @Animal3DStudios
      @Animal3DStudios 7 หลายเดือนก่อน

      @@rakenval I don't know what im doing wrong, but when i press the play button in the timeline, nothing happens

    • @rakenval
      @rakenval  7 หลายเดือนก่อน

      make sure you extruded the proxy into planes and that the cloth sim is enabled and using a proper pin group
      It's kind of hard to guess the issue just like that ^^'

    • @Animal3DStudios
      @Animal3DStudios 7 หลายเดือนก่อน +1

      @@rakenval I fixed it! I extruded it from the side view and not in the x/y axis (by pressing z at the same time as e)

  • @Gabi-nn6xu
    @Gabi-nn6xu ปีที่แล้ว +2

    can this be applied to hair cards too??

    • @rakenval
      @rakenval  ปีที่แล้ว +3

      Yes, you don't even need proxies with hair cards, just add simulation direclty to them ^^

    • @Gabi-nn6xu
      @Gabi-nn6xu ปีที่แล้ว +3

      oooh that's great, THANK YOU@@rakenval

    • @_casg
      @_casg 3 หลายเดือนก่อน +1

      @@rakenval what simulation the cloth modifier?

    • @rakenval
      @rakenval  3 หลายเดือนก่อน +3

      @@_casg yep

  • @あにまん-g4f
    @あにまん-g4f 8 หลายเดือนก่อน

    Thank you for great tutorial! I tried this but I have a problem.
    Even if the number of hair curve segment is 8, I converted hair curve to mesh then the number of mesh vertices is huge number (over 80)
    Do you know how can I solve this?

    • @rakenval
      @rakenval  8 หลายเดือนก่อน +1

      Yes, I do not know why this happens, but the fix is to resampke the hair curves to the correct number (in your case it would be 8), by using and applying a Resample Curve node
      If you convert right after applying the issue shouldnt occur

  • @baisa089
    @baisa089 ปีที่แล้ว +1

    Hello, I'm particularly interested in how you made your hair texture? This is my favorite stylized character's hair effect, and I want to make similar anime characters.

    • @baisa089
      @baisa089 ปีที่แล้ว

      Thank you!

    • @rakenval
      @rakenval  ปีที่แล้ว +4

      Hello ! It was inspired by the tutorial on Lightning boy studio' channel, if you want to make anime characters you should definitely check their channel out !
      You can also get a similar shader in the free demo file I put on gumroad (the blond hair)
      Glad you like it ^^

  • @MashaBear-g8f
    @MashaBear-g8f 4 หลายเดือนก่อน

    This channel has potential! so how about the bendy curve and stretch constraints how can I mimic those when I export my character to unreal?

    • @rakenval
      @rakenval  3 หลายเดือนก่อน

      I've absoluetly no idea, I'm sorry 😅
      I know unreal allow for alembic export for hair grooms but when it come to simulations, I've never tried so I don't know how it works

  • @travissullarts
    @travissullarts 7 หลายเดือนก่อน

    This tutorial is awesome! But Im trying to apply this to the tail of a character, the fur is squirrel like. I dont need cloth sim, I just want the hair to move well with the tail so I only have a proxy. I have the proxy with a surface deform on it thats connected to the body, but when I move the tail rotationally, the hair moves WAY to much now lol. Ive been trying to find what is causing the issue and I think it has to do with the set position node thats in the follow proxy. Do you happen to know how to fix this? Thanks =)

    • @travissullarts
      @travissullarts 7 หลายเดือนก่อน

      I think I may have figured it out. Not sure if its the correct fix. But what I did is, I made all the vertices 100% weight painted on the Root Vertex and rebinded the proxy to the body with no vertex groupings on the surface deform, and decreased the strength. The proxys wont follow exactly with the mesh, especially if you have the strength very low, but it seems to do the job.

    • @rakenval
      @rakenval  7 หลายเดือนก่อน +1

      That's weird
      The Set position node is supposed to override previous transformation/defomation affecting the hair curves
      Is the proxy also affected by an armature modifier, and to which object is it parented to ?
      I Know having an armature after a surface deform can cause double transformation issues, but apart from this I don't have any other guesses
      It should be 100% possible for the fur to follow the tail correctly

    • @travissullarts
      @travissullarts 7 หลายเดือนก่อน

      @@rakenval So the fix I stated above caused some more issues. But without the fix I currently have just the surface deform target to the body with a strength of 1. The proxy curves seem to follow the tail without any issues. But the children seem to go way out of control. Should I use an armature modifier instead?

    • @travissullarts
      @travissullarts 7 หลายเดือนก่อน

      Ok, so I made a few mistakes and also corrected a few problems. Main problem was that the follow proxy wasn't underneath the surface deform. I fixed that, but it caused another issue. The guides would move with the tail, but the children stayed in place. To fix that, I had to disable Surface Rest Position in the Interpolate Hair Curves Modifier. Then after that, add a Surface Deform in the proxys with the default settings, Target the Body and then bind.

    • @rakenval
      @rakenval  7 หลายเดือนก่อน +1

      Glad you resolved it, well done 👍
      The Interpolate Hair modifier can be a bit tricky to work with sometimes

  • @stephenjetwynn9312
    @stephenjetwynn9312 ปีที่แล้ว

    Hi - how well does this hair method translate to other programs like Unreal 5?

    • @rakenval
      @rakenval  ปีที่แล้ว +1

      I'm not sure actually...
      I know you can export the curves as an alembic file to import it into Unreal, but past that step, its quite hard to get them to look the same as in Blender. The shader and the thickness of the strands is hard to replicate there. Not sure Unreal has hair tool similar to the hair modifiers either
      That being said I'm not very experienced with Unreal

    • @stephenjetwynn9312
      @stephenjetwynn9312 ปีที่แล้ว

      @@rakenval Thanks for the feedback! It's greatly appreciated!

  • @navich3416
    @navich3416 8 หลายเดือนก่อน

    how to bind this to rig?

    • @rakenval
      @rakenval  8 หลายเดือนก่อน +1

      For a hair groom, parenting it to the head bone of the rig should suffice
      For fur it's trickier, but a surface deform modifier seems to be a good option

    • @Animal3DStudios
      @Animal3DStudios 7 หลายเดือนก่อน

      @@rakenval Surface deform wont use concave polygons :/

    • @rakenval
      @rakenval  7 หลายเดือนก่อน

      Add a triangulate modifier to the target, do the binding, and then remove the triangulate

    • @Animal3DStudios
      @Animal3DStudios 7 หลายเดือนก่อน

      @@rakenval you have been extraordinarily helpful, thank you.

  • @rizwanzaman1793
    @rizwanzaman1793 ปีที่แล้ว +2

    Hi, I have two questions:
    How did you make the skin texture? It looks really good! Was it texture painting?
    Can you texture the hair to change its color/make it stylized?

    • @rakenval
      @rakenval  ปีที่แล้ว +1

      Hi ! Yes, the skin is hand-painted.
      As for the hair, the color can be changed since it's made with a color ramp. You can even play with the Curve Info node to get strands of different colors.
      I'm not sure what you mean by making it stylized, but stuff like specular and translucency can also be tweaked to obtain different styles. It's fully procedural (but using textures is possible) ^^

  • @Michael-md1zj
    @Michael-md1zj 7 หลายเดือนก่อน

    do i create a root group node for the proxy mesh or the hair curves?

    • @rakenval
      @rakenval  7 หลายเดือนก่อน +1

      for the proxy, since it's the one you're going to work with for simulation and / or rigging

    • @Michael-md1zj
      @Michael-md1zj 7 หลายเดือนก่อน

      @@rakenval Okay whenever i add the cloth physics the mesh just falls off the head it doesnt stay attached to the head

    • @rakenval
      @rakenval  7 หลายเดือนก่อน +1

      @@Michael-md1zj Are you sure the root group is entered as the Pin vertex group in the cloth settings ? And if so, make sure the vertices at the root of your strands are assigned to the group with a value of 1

    • @Michael-md1zj
      @Michael-md1zj 7 หลายเดือนก่อน

      @@rakenval what do you mean root group is entered as the Pin vertex group in the cloth settings? As soon as i select the cloth physic the hair just falls and any adjustments i do in the cloth settings does nothing to the hair. What group are you talking about that the vertices need to be assigned to? I thought if you create the group root geometry node you can skip the selecting the root vertices that you did at 2:23

    • @Michael-md1zj
      @Michael-md1zj 7 หลายเดือนก่อน

      @@rakenval well idk why but its working now i guess when you press play itll snap right onto the sphere for whatever reason. I did go into the cloth setting and added the pin vortex and also added the collision physic to the sphere.

  • @enterchannelname2508
    @enterchannelname2508 10 หลายเดือนก่อน

    Is there any way to make the proxy move with an armature? If I move an armature the hair follows, but the proxy stays behind. Is there anyway to constrain the roots of the proxy to their initial location in relation to the mesh? Similar to how the hair system's roots stay with the mesh?

    • @rakenval
      @rakenval  10 หลายเดือนก่อน

      Proxies should be parented to either the character or the scalp mesh
      That way they should follow along
      But if you have cloth sim enabled and are moving the character after the sim was baked, it won't follow because the bake overides evrything

    • @Michael-md1zj
      @Michael-md1zj 7 หลายเดือนก่อน

      @@rakenval Yeah i'm having the same problem

    • @Michael-md1zj
      @Michael-md1zj 7 หลายเดือนก่อน

      I figured it out. With the proxy material, you'll want to add an object constraint. Select 'Child Of,' then set the target to be the armature and the bone to be the head.

  • @pillarsong7351
    @pillarsong7351 7 หลายเดือนก่อน

    I LUV YOU!!!!!

  • @oscartorres5864
    @oscartorres5864 25 วันที่ผ่านมา

    Jesus, why can't we just activate cloth simulation and be done with it. 😭

  • @eugenekrutoy1475
    @eugenekrutoy1475 ปีที่แล้ว

    Раньше можно было просто кнопку нажать. Dynamic hair. (

    • @rakenval
      @rakenval  ปีที่แล้ว

      Ye, I'm hopeful a similar simulation option will be added to the new system eventually

  • @ricardosalles2416
    @ricardosalles2416 2 หลายเดือนก่อน

    😢I did this all over my hair, it was very heavy.

    • @rakenval
      @rakenval  2 หลายเดือนก่อน

      Ah sorry to hear that
      It goes more or less smoothly depending on the amount of hair
      I've never done grooms with a high amount of curve guides but I assume it must become quite laggy past some point
      The only thing I can suggest is to try to limit to the minimum amount of guides possible and rely more on the Duplicate/Interpolate modifiers for density

  • @cahyaaa
    @cahyaaa 9 หลายเดือนก่อน

    can i kiss you? thank u so much for the tutorial man.. i learned a lot from this video

  • @robbie_
    @robbie_ 3 หลายเดือนก่อน +1

    Christ. Can simulating the new hair system be so fucking complicated?

    • @rakenval
      @rakenval  3 หลายเดือนก่อน +1

      I'm sure they'll add a built-in hair simulation for it eventually

  • @aminuteofhappiness6852
    @aminuteofhappiness6852 9 หลายเดือนก่อน

    Good tutorial but it's way too fast.

    • @rakenval
      @rakenval  9 หลายเดือนก่อน +1

      Sorry to hear that, I'll try to be careful with future ones

  • @allenmeyer2912
    @allenmeyer2912 ปีที่แล้ว

    Promo sm

  • @spittingame4241
    @spittingame4241 25 วันที่ผ่านมา

    Too much work