Im very Interested in using this. However im not sure about it working with blender 4.0X release. Am i missing something because when i loaded up the .Blend file i arrived to an empty Editor
Question. Now that I have a hair style, When I pose the head right or Left. the hair does not follow the Mesh. is there a way to fix this? or am I doing something wrong? thank you.
When I go into modfiers it says "no group output attributes connected" and when I switch to "MainHair" in geometry node editor all my hair starts snapping to pivot and stretching. help?
I'm not an expert in that field but i guess one way is to lower the hair amount and replace some of the nodes with hair cards ( there are some tutorials about it ) that containts hair textures then convert all of it to mesh so it would be usable in games, i might look into it later and make a video about it :)
You might be able to export it as an alembic to use as a groom in Unreal engine specifically. But If you’re going for something game-ready that’ll work in any engine, you’ll definitely want to use hair cards. The blender Hair Tools plugin makes placing and texturing hair cards suuuuper convenient, I love it.
@7:54 when i get to this step, it have a node system called "SURFACE DEFORM". When I switch it to "MAIN HAIR" all of the geometry of the hair sags the the WORLD ORIGIN. Does anyone know how to fix this problem?
@@Kyncaid84 Nope because these people that make these tutorials don't answer and they don't test out the different variables on what works and what doesn't and they don't explain everything right and they skip over steps they don't think are important.
It's a very powerful system but way too complex. Now, not only do you have to learn about hair, which is a very complicated topic by itself, but also about Geometry nodes. Technology should become less difficult as time passes by, in my opinion. I Love Blender, but I'm slightly disappointed about this hair system, maybe because I don't fully understand it yet.
The "Hair Amount" doesn't seem to be working. I'm trying to make a moustache, and the duplicate hairs are going off in a random other direction (all together, not spread out)
i've been trying to create a hair groom for metahuman using almost the same method as you. but as for the hair guide, i use a Curve object because it's so easy to deform with curve handles. then i can convert it to hair curve to give the children node. i find the grooming using brush is too hard for me
*REAL QUESTION* *QUESTION 1* Can this be transferred to a game engine? *QUESTION 2* If you have hair on a hair cap, can this node system be applied to it?
Great setup for using GN with the new hair system! Also something I'm looking forward too are the new Hair presets in 3.5. There will be quite a lot of great hair modifiers that are prebuilt hair GNs that you can just drag and drop. Will make the whole workflow so much faster and easier.
There should be a "Gravity hair brush" or operation actually to automatically get it to sit down if it's past a certain length rather than having to comb it down which is a pain. Maybe a good idea for an add-on.
Thank you for great tutorials you made , is it possible to make a video about converting new hair system in blender to ( hair card for game ) or Do you know good addon to introduce us in this field? , so much appreciated 🙏
Problem !, first thank you for your tutorials and help , but how u have nothing in your modifying tab on that object when u have hair , when u try to apply the nodes it gives me error that i can only apply on curve but i cant im so confused
@@PixelicaCGbut when you convert to particles then I lose the affect from the grooming nodes such as the braid or curl node. Is there another solution for simulating geonode hair?
All changed now thanks to blender, Hair info is Curves Info now, and MixRGB is Mix Color (and for somereason it doesnt find it with search u need to go to Color>Mix Color)
when I add a hair , the rendered hair is extremely long and all over the place, even after shortening and combing it does nothing to it. Is there something Im doing wrong?
@@Kim-uu8fc is it an object, yes? If so you'd need to parent it to the head(if head is own object) or you can parent it to the head bone. If using particle system they curves aren't meshes right?
Great video, learned so much. Would love to know how to make braids, a lower poly version, so I can export them out of blender and not have them too heavy for anyone's computer. I like to have several formats saved so when I share, more people can use what I make.
You might benefit from the hairnet addon? It allows you to create hair particles that conform to a mesh (so if you model a braid, it will create particles that conform to the braid shape). I belieeeeve it uses the old particle system though. So if you need it to be in the format of this new set of blender hair tools, you might wanna see if you can convert them.
@@Blue_snapdragons Thanks for the info, haven't heard of the hairnet addon, will look into that. I was under the impression you could not convert particles to obj or it makes the item too heavy (lots of polygons) to use in some programs.
@@jasminecaulden1089 Ahh well if you’re going to make something that will be more optimized for real-time (as particles are better used in renders and cinematics as opposed to regular products) you’ll want to look into the “hair card” workflow (in which case I highly recommend the blender Hair Tools addon)
**Denisty "Shift + R" Changed To "R" in Blender 3.5**
Im very Interested in using this. However im not sure about it working with blender 4.0X release. Am i missing something because when i loaded up the .Blend file i arrived to an empty Editor
Ur tutorials are honestly the best
My strands are super thick and long (pause). What size does the model need to be for the hair to accurately look like yours in the tutorial?
i think i got the same issue
Hi, I do not see the second version on your Gumroad. the one with all the parameters in the modifier stack? The was only the main node...?
When I use it my hair turns really bad, it get off the heads and become very long and weird
Question. Now that I have a hair style, When I pose the head right or Left. the hair does not follow the Mesh. is there a way to fix this? or am I doing something wrong? thank you.
When I go into modfiers it says "no group output attributes connected" and when I switch to "MainHair" in geometry node editor all my hair starts snapping to pivot and stretching. help?
Would love a practical way to export the hair to use with a game Engine efficiently
I'm not an expert in that field but i guess one way is to lower the hair amount and replace some of the nodes with hair cards ( there are some tutorials about it ) that containts hair textures then convert all of it to mesh so it would be usable in games, i might look into it later and make a video about it :)
You might be able to export it as an alembic to use as a groom in Unreal engine specifically. But If you’re going for something game-ready that’ll work in any engine, you’ll definitely want to use hair cards. The blender Hair Tools plugin makes placing and texturing hair cards suuuuper convenient, I love it.
@7:54 when i get to this step, it have a node system called "SURFACE DEFORM".
When I switch it to "MAIN HAIR" all of the geometry of the hair sags the the WORLD ORIGIN. Does anyone know how to fix this problem?
The same problem. If you find out how to fix this, please tell me! )
same problem. any news?
@@Kyncaid84I'm afraid there is only one solution now. Don't use this method
@@Kyncaid84 Nope because these people that make these tutorials don't answer and they don't test out the different variables on what works and what doesn't and they don't explain everything right and they skip over steps they don't think are important.
@@spittingame4241 well, they do this for free so I can't complain.
It's a very powerful system but way too complex. Now, not only do you have to learn about hair, which is a very complicated topic by itself, but also about Geometry nodes. Technology should become less difficult as time passes by, in my opinion. I Love Blender, but I'm slightly disappointed about this hair system, maybe because I don't fully understand it yet.
This free file came up and expected a credit card (no Pay Pal) and membership.
Will this new hair system export into UE5?
"like these balls"
i was looking for that comment ahahah
can hair simulate with these geometry nodes?
Sir I have a question.Curves vs Mesh which will take longer time to render?
What if im creatin facial hair for a character im using in my game?
Downloaded it, can't see any nodes
How can I export it as fbx..
Can this be turned into a mesh for use in CC4 or Iclone8?
Thank you very much for taking the time to explain, really appreciate it.
The "Hair Amount" doesn't seem to be working. I'm trying to make a moustache, and the duplicate hairs are going off in a random other direction (all together, not spread out)
i've been trying to create a hair groom for metahuman using almost the same method as you. but as for the hair guide, i use a Curve object because it's so easy to deform with curve handles. then i can convert it to hair curve to give the children node. i find the grooming using brush is too hard for me
"these balls" hahahhahahahha
Boss make a tutorial on hair simulation
*REAL QUESTION*
*QUESTION 1*
Can this be transferred to a game engine?
*QUESTION 2*
If you have hair on a hair cap, can this node system be applied to it?
After rigging, the hair not moving along with model.. Any solution??
Great setup for using GN with the new hair system! Also something I'm looking forward too are the new Hair presets in 3.5. There will be quite a lot of great hair modifiers that are prebuilt hair GNs that you can just drag and drop. Will make the whole workflow so much faster and easier.
cool thank you for this! liked and followed :)) is this practicable for games?? always used stylized sculpted hair
There should be a "Gravity hair brush" or operation actually to automatically get it to sit down if it's past a certain length rather than having to comb it down which is a pain.
Maybe a good idea for an add-on.
Thank you for great tutorials you made , is it possible to make a video about converting new hair system in blender to ( hair card for game ) or Do you know good addon to introduce us in this field? , so much appreciated 🙏
when the sculpt collision is on, it won't go through the head as expected but goes through the body.. how do we stop that?
they are 2 different meshes
Problem !, first thank you for your tutorials and help , but how u have nothing in your modifying tab on that object when u have hair , when u try to apply the nodes it gives me error that i can only apply on curve but i cant im so confused
Blender Ready Hair System + Practice Object Files not to free
animation?
Awesome tutorial!
I select mesh and when i cllck and hold, it says uv is missing etc.
How can we change the surface(object interior to object exterior surface) of the hair forming?
Hey, nice video, but i was asking my self : How can we export it to maya ?
Looks Interesting
Great setup! Thanks! :D
dang, I thought this was about how to get facial hair in real life... rip
Your hair.. is it done with Geo nodes? Kidding. Thanks.
Can you show us Hair Cards?
i might make a video about it later on :)
The blender hair tools addon is really really good for hair cards
Thank you for explaining the points! That's what I was messing up on my first hair! xD
Can you prevent the hair shaft going through the mesh while combing it?
Hi, can you create curly hair with this? Thanks
can you apply animation in this one? like lattice or physics?
I was about to ask the same thing
i think it's better to convert it to particle hair first then take it from there, there are some tutorials about it
@@PixelicaCG Oh ok thanks, been wondering cuz i only have a potato laptop and particles are kinda painful to run.
@@PixelicaCGbut when you convert to particles then I lose the affect from the grooming nodes such as the braid or curl node. Is there another solution for simulating geonode hair?
Could you then load these hairstyles in to a redm server?
How do i do hair shader like the old tutorial? I cant find hairinfo or mixrgb. I would appreciate if you could help, ty!
All changed now thanks to blender, Hair info is Curves Info now, and MixRGB is Mix Color (and for somereason it doesnt find it with search u need to go to Color>Mix Color)
Thank you very much for sharing this.
How do these compare to the new hair nodes in 3.5?
when I add a hair , the rendered hair is extremely long and all over the place, even after shortening and combing it does nothing to it. Is there something Im doing wrong?
Figured out I was missing a couple base geometry nodes. However, the hair is still unruly even with combing.
man, you're amazing!
Is that Gerald in the 3d model
thanks so much for this tool ! :D
Shift+R does nothing for me. Any idea?
They changed it to R without the shift in 3.5 for somereason :|
Good tutorial but how do you make the hair move with the character it is currently static.
hello Ki,, did you figure it out?
@@Omnivoid22 No unfortunately not.
@@Kim-uu8fc is it an object, yes? If so you'd need to parent it to the head(if head is own object) or you can parent it to the head bone. If using particle system they curves aren't meshes right?
感谢您无私的分享和教导!!!
tnx bro
Great video, learned so much. Would love to know how to make braids, a lower poly version, so I can export them out of blender and not have them too heavy for anyone's computer. I like to have several formats saved so when I share, more people can use what I make.
You might benefit from the hairnet addon? It allows you to create hair particles that conform to a mesh (so if you model a braid, it will create particles that conform to the braid shape). I belieeeeve it uses the old particle system though. So if you need it to be in the format of this new set of blender hair tools, you might wanna see if you can convert them.
@@Blue_snapdragons Thanks for the info, haven't heard of the hairnet addon, will look into that. I was under the impression you could not convert particles to obj or it makes the item too heavy (lots of polygons) to use in some programs.
@@jasminecaulden1089 Ahh well if you’re going to make something that will be more optimized for real-time (as particles are better used in renders and cinematics as opposed to regular products) you’ll want to look into the “hair card” workflow (in which case I highly recommend the blender Hair Tools addon)
thank you for the balls joke
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