I can't thank you enough for this tutorial. I was sifting through a heap of horrible "how-to's" that started with an already finished model. This gave me the confidence to approach my own character's hair with these techniques.
Dude your channel was suggested to me by the gods of blender. Yesterday I thought I should finally give the new hair system a try to finally achieve my dream of creating somewhat realistic hair (close to impossible with the particle system for me...) and I was again close to giving up again but then your channel appeared on my TH-cam front page like a light at the end of a tunnel and the light was this tutorial which is the best tutorial on creating hair Ive ever seen. This might sound overdramatic but honestly after trying to create hair for almost a year now I never found a single useful tutorial. Thank you very much!
For the custom hair modifiers: 6:27 How to Import Custom Hair Modifiers 6:32 Fly-Away Hair Modifier 6:48 Push Roots Above Surface Modifier 7:01 Fill Parting Edge Modifier 7:32 Select Random Curves Modifier 7:51 Set Material, and Basic Hair Shader Modifiers 8:14 Multi-Colored Hair Modifier 8:43 Convert to Stylized Hair Modifier 8:51 Convert To Mesh Modifier 9:10 Medusa Nodes Add-on 9:36 Triple AAA Video Game Hair? 9:58 How to Hair cards Thanks so much!
You, Sir, have a new fan, subscribed. This is the best hair video on the new hair tools in blender. When it came to character modeling, I felt like I had hit a wall when it came to doing hair. I was discouraged and I didn't want to continue modeling, But then I found your video and it was the hand up that I needed to get over that wall. Thank you personally noggi.
For anyone else wondering, when you do make the separate scalp mesh into it's own object, don't forget to reset all transforms on it. If you don't and even if you have the sculpt collision on, it most likely won't work and the comb will clip the hair through the mesh as it doesn't know where to calculate the correct surface.
Thank you. The style that you have done there to show us how to do it is great. So many of the teaching videos do not have voices and they are moving so quickly you do not know what they are doing. I finally know how to create hair. Merci beaucoup
excellent tutorial. i spent hours debating on whether to use grooms or hair cards, knowing grooms would be better but cards would be more performance efficient(but also very tedious to set up) and this tutorial solved the issue nice and effectively
Thanks so much for going into the hair card workflow! I've been looking for Blender Hair Tool alternatives, and I'll give this a shot. If you happen to have the time at some point, could I suggest a more in depth video with a final product using hair cards? I'm sure it would be much appreciated! Thanks again for your super helpful videos!
It's on my list of ideas. I think you could even extend the functionality of the node setup even more. That's something I'll probably experiment with at some point. :)
Sheesh I've been struggling with hair for years all my characters look better bald, and I like keeping up with the tech. This is very helpful. You should.make a complimentary advanced tut
this new hair system still has a lot of parts that frequently don’t really work for me. I’ve been at it four days now and the interpolation hair tool is not working properly 😑 Ive watched like 5 videos and everybody does hair differently thank you for the tutorial though it definitely got me further.
It looks interesting, I need to get used to this hair system a bit more (I used it twice xD) Btw. Thanks for showing how I can convert this to mesh, because honestly I was wondering about that. It will definitely be useful ;D
i added BSDF for hair, set color to black and it still is white in cycles render. I didn't do that complicated stuff in this vid, I just went to material icon, clicked, added principled BSDF hair and set color and it does change it to black in evee render but not cycles. wonder why it isn't working just by adding that special one and changing it in the right panel to black.
BRO OH MY FRICKIN' GOD THIS IS SO EASY OH MY GOD THIS IS SO COOL BRO THANKS FOR SHOWING THIS TO ME and i just realized that my caps lock was on sorry but i will not rewrite this comment so you just have to accept that i'm shouting. sorry.
All of my hair cards end up facing the same rotation, instead of rotating to match the scalp surface. (I even see the same problem in the video at 11:25) So like they look fine on the top and back, but at the sides they're sideways-facing. Ticking "follow surface normal" in Interpolate makes it ten times worse. My scalp object already had all transforms applied before I even started. Anyone know how to make hair cards flow in right directions? I don't want to use Twist because that's random.
These are still not usable in game engines right? Or perhaps that changed? (the convert to mesh modifier you made would probably work if you extract it as a mesh but i mean if its possible without stylized hair, just like the normal particle system in which case we use Alembic export, which didnt seem to work with this new blender hair system before if im not mistaken!)
You can turn these Empty Curves into real curves (or the old particle system), but I failed trying to import those into Unreal. I managed to do it before, but I forgot how to do it...
@@Noggi_3D only doable way to do it from the testing I did so far is to use Import to Unreal (the latest version) It can import it as hair particles (without any geometry nodes applies obviously, that's where your modifier comes into play!)
Thanks for the excellent tutorial and the added nodes. It all doesn't seem to intimidating to me now. Going to try this soon on some characters and see how it all works. Thanks!
so google showed me other people are also experiencing the sculp collision bug that doesnt allow you to properly comb the hair down close to the scalp. ive found 2 fixes. 1) is scale everything up very large, then you can comb the hair down closer to the scalp. 2) is scale the hair plate smaller than the head so even though you cant comb the hair down close to the hair plate, it will look like it sas the intended effect of getting close to the head without clipping through it, despite it still technically bugging out and not allowing you to comb the hair close to the hair plate. has onyone found other work-arounds since the devs dont plan to fix it?
When I try to follow along my hairs are super long nearly off the screen and do not match the length of yours at the start. I tried resizing my mesh etc but nothing seems to work. Any idea of how to get the exact measurments as you have at @0:50 ?
Applying the scale might work. Otherwise it's hard to say what might be the issue. You could add Suzanne (the monkey) and see if you can add the hair to her. If that works you could test all the things that might be the issue. :)
Can you make a complete hair guide, of creating hair, and adding it to unreal ? I really miss any good tutorials just showing a start to finish workflow, with simulated hair =(
for some reason, when trying to convert a hair-card hairstyle, once the "convert-to-mesh" is added and the hair-cards are selected. there seems to be no converted mesh. Nothing appears.
Hi, I was following along with the hair cards part of the tutorial, appended the specified nodes from your blend file to my project but when I go to add the 000_Set_Material modifier, it's not in the dropdown. I'm stumped tbh.... Thanks for making this tutorial btw, it's well explained and has really got me into looking at hair!
I have a qustion about the 05:20 minute. after i copy the hair, i create a new density mask for each side. so now i have two objects for hair? and need to work on each one seperatly?
Thanks for your postings. I've learned a lot from you and now I have a question. Somehow the surface deform node has disconnected from the mesh. It has 3 red dots. I'm not exactly sure this is the problem but when I move my rig the hair doesn't fully conform to the mesh. It's lagging behind. I've searched for hours and now my only solution is to redo the hair from the very beginning, which is working but it's a costly way to fix what is probably an easy fix. I'm sure there is a single click solution to reconnect what went wrong. If this makes sense, can you please offer a solution?
Thanks for video. I want to control hair curve profile radius with weight or texture map. I tried, but its radius do not change according to the map. They all increase or decrease together.
I got stuck when I enter the sculpt mode, I don't see the options as in the video. I only see clay, smooth, draw sharp, etc. What should i do? at this part 0:48
Your tutorial is amazing and i just started hair creation in blender, i have a small doubt, Can you please tell me where to get those assets (Duplicate hair cure, Interpolated hair curve) you used, Please let me know.
Interpolation can cover well but, if you are trying a choppy, short hair style it becomes a real challenge, especially dealing with ears. Long hair or hair over the ear like your example are easier but, try a short Bob style...really tough and interpolation actually gets in the way. Of course, ears and short hair have always been a challenge.
You'll have to make multiple hair groups to get around the ears and make groups for the other layers of hair for short hair styles. Its a hassle but in the end its so worth it.
@@ripkaylizzle2170 Yes, that was getting ugly. I was getting obsessed with realism then had to pull myself back as it was a stylized character and perfect human hair would not really be a match. So, I went with a hair pulled back, pony tail. I used interpolation for the main hair pulled back but, that was too uniform and the children groups made it look too fake in that the children clusters looked too uniform in their groups, kinda patchy, so, I used the interpolation as the underlayment then ran a layer of individual groups that let me turn and twist them individually so it looked more like hair and less like a helmet. I didn't want to get too realistic as the character is a stylized female. I ran bangs on the front which was all individual hairs with a duplicate modifier of between 40 and seventy. Lot of work, even then I had to do like you mentioned around the ears, real tricky.
@Noggi_3D when converting the particle into a hair mesh to make stylised hair, the roots are not clipping into mesh and instead hovering just above it, so the roots become visible. What is your solution to hide the hair roots so it looks like it's connected to the head?
Excellent tutorial! I just have a question : how do you give the guide/parent curves a profile width (without having it on children). I would need that to see the curve tilt of these guides
Hello, if you have created variations in hair color with the multicolor hair material, how could you export it to unreal engine or other softwares ? is there a way to "bake" hair color variations ? thanks
can you help explain how to use push root above surface with medusa node? I'm really desperate right now as I just bought medusa and it has 90 percent of what make a realistic hair look but lack that one thing to push the root higher. I need solution please.
8:46 absolutely marvelous! i've been wanting something similar to this for the 3.5 geo hair. i wanted to ask, do you happen to have considered doing the inverse and having the control of bezier curve hair for geo node curve hair? it would be really useful and totally worth buying
@@Noggi_3D thank you so much for the reply!!! darn, thats fair. it's a shame since the hair system is so focused on hair first rather than form first which works best for stylized looks and hair tufts. thank you for your time though and your consideration!
Yo noggi can you help me with something? I have this groom it’s basically a dread and fade combo but it’s composed of multiple parts, I did the fade, beard, roots & eyebrows with nodes, but I did the actual dreads with the old particle system I’m pretty new to blender and computers in general, so the hair might be done a little wrong but my problem is when I go to move the armature for my Mb-lab model the hair doesn’t move with it having trouble getting everything to move with the head what are your thoughts and if possible can you walk me through it ?
Hi, doesn't it cause problems to have separate meshes (for example for the beard) when I want to do jaw simulations? The separate mesh will not follow the jaw correctly?
awesome tutorial, very simple to understand! thank you for the nodes you made! They are so helpful! ! I just started learning how to do hair recently. I was watching your other tutorial about hair and I was surprised you made a new one! Is there a way to animate the hair like it's floating? (I'm quite new to blender..)
Happy to hear that. In my previous hair tutorial, at the end, I showed a simple way to animate hair. More complex simulations should be possible with the upcoming simulation nodes. :)
works great, but when I set my color to be on the brighter side, there are these super bright (almost white) strands that really stand out and ruin the hair (at least in eevee) any idea how to fix it? Thanks
Hey man, do you know if there's a way to use meshes with the new hair system? Say I have a sculpted clump of stylised hair and I wanted to use it along the hair curves?
well when trying to finally follow along weirdly enough I don't have the interpolate hair curve modifier showing up and I do have 3.4 since it's the best my rig can handle. not sure what's going on or if I did something entirely wrong but I couldn't follow along at all :/
It's the first time that I block so quickly, I stop at 1.17 I don't understand how it makes the curves appear after the weight paint. Do you know if it's possible to start from an already existing base and convert that into hair while keeping the same topology for those who can't make it?
Clear, concise, and simple... this saved me a lot of time figuring it out myself. Thank you brother!
I can't thank you enough for this tutorial. I was sifting through a heap of horrible "how-to's" that started with an already finished model. This gave me the confidence to approach my own character's hair with these techniques.
Noggi is my hero
My hero is Superman
Dude your channel was suggested to me by the gods of blender. Yesterday I thought I should finally give the new hair system a try to finally achieve my dream of creating somewhat realistic hair (close to impossible with the particle system for me...) and I was again close to giving up again but then your channel appeared on my TH-cam front page like a light at the end of a tunnel and the light was this tutorial which is the best tutorial on creating hair Ive ever seen. This might sound overdramatic but honestly after trying to create hair for almost a year now I never found a single useful tutorial. Thank you very much!
Haha, yeah information about creating realistic hair seems to be very rare on TH-cam for some reason. Happy I could help. :D
For the custom hair modifiers:
6:27 How to Import Custom Hair Modifiers
6:32 Fly-Away Hair Modifier
6:48 Push Roots Above Surface Modifier
7:01 Fill Parting Edge Modifier
7:32 Select Random Curves Modifier
7:51 Set Material, and Basic Hair Shader Modifiers
8:14 Multi-Colored Hair Modifier
8:43 Convert to Stylized Hair Modifier
8:51 Convert To Mesh Modifier
9:10 Medusa Nodes Add-on
9:36 Triple AAA Video Game Hair?
9:58 How to Hair cards
Thanks so much!
You, Sir, have a new fan, subscribed. This is the best hair video on the new hair tools in blender. When it came to character modeling, I felt like I had hit a wall when it came to doing hair. I was discouraged and I didn't want to continue modeling, But then I found your video and it was the hand up that I needed to get over that wall. Thank you personally noggi.
One of the best hair tutorials I've seen for the last year. Compact and very informative.
Thank you.
For anyone else wondering, when you do make the separate scalp mesh into it's own object, don't forget to reset all transforms on it. If you don't and even if you have the sculpt collision on, it most likely won't work and the comb will clip the hair through the mesh as it doesn't know where to calculate the correct surface.
Thank you for the tips! I've been having fun messing around on my own, but now I can really work towards my goals.
Awesome! Happy I could help. :)
Thank you. The style that you have done there to show us how to do it is great. So many of the teaching videos do not have voices and they are moving so quickly you do not know what they are doing. I finally know how to create hair. Merci beaucoup
Это просто находка какая-то. Столько полезной информации за 12 минут, что мозг чуть не лопнул.
excellent tutorial. i spent hours debating on whether to use grooms or hair cards, knowing grooms would be better but cards would be more performance efficient(but also very tedious to set up) and this tutorial solved the issue nice and effectively
Thanks so much for going into the hair card workflow! I've been looking for Blender Hair Tool alternatives, and I'll give this a shot. If you happen to have the time at some point, could I suggest a more in depth video with a final product using hair cards? I'm sure it would be much appreciated! Thanks again for your super helpful videos!
Noggi is an angle sent from the heavens. 🥺Also hoping for a full work flow for hair card. 🙏
It's on my list of ideas. I think you could even extend the functionality of the node setup even more. That's something I'll probably experiment with at some point. :)
@@Noggi_3D Glad to hear it! Looking forward to it :)
@@Noggi_3D th-cam.com/video/oqjKMd9CYI4/w-d-xo.html check this one out
How about the automatic hair card rigging for hair animation in game engines? Making bones for each hair card manually is very time-consuming
Finally a non magic 'Tatah hair!' tutorial. From scratch is what we need! THX.
As mentioned by multiple others, i would like a dedicated video on hair cards, my potato gonna need that.
Excellent and comprehensive explanation of the new system! Thank You!
The best explanatory video on the new Hair system that I have seen. Great job 👍🏻
Thank you. :)
Excellent tutorial. Only one I could find explaining the new hair stuff.
still an amazing tutorial after a year Thank You Sooooooo Muuuuuuuuch!!!!!
This is awesome. I'm actually about to do the hair part of my character I've been working on for a few months, will try this in him, so excited!
Have fun! :)
Sheesh I've been struggling with hair for years all my characters look better bald, and I like keeping up with the tech. This is very helpful. You should.make a complimentary advanced tut
Don't usually comment much, but this is a great video and super helpful video dude
this new hair system still has a lot of parts that frequently don’t really work for me. I’ve been at it four days now and the interpolation hair tool is not working properly 😑 Ive watched like 5 videos and everybody does hair differently
thank you for the tutorial though it definitely got me further.
Wow. I didn't know Andrew Garfield is expert in Blender 3D. Thanks mate
Always here to save the day, thank you lad
My pleasure. :)
guy no need to jump the video i just saving my self some time cos i know im gonna forget the instruction
9:38 thanks for the video btw
Can't wait for whole Hair cards for video games workflow!
It looks interesting, I need to get used to this hair system a bit more (I used it twice xD)
Btw. Thanks for showing how I can convert this to mesh, because honestly I was wondering about that.
It will definitely be useful ;D
It has a steep learning curve, but is worth the effort. :)
Thank you very much for your contribution that helps me quickly improve processes. Hope you keep it in the future.
Yes! I've been waiting for this video!
your hair tuts are the best
Thank you. :)
This is the best video I've ever seen
i loved the hair card one,they are best for low specs PCs(which is i have 😂😂 )
I've been in a 3d-printable mood for my designs lately. That stylized modifier should be much more palatable than bezier curve wrangling.
It's definitely more fun. Creating hair with bezier curves is almost as bad as retopology for me. :D
omg you honestly answered all my questions
This is my place to come back and refresh the new Hair system concepts.
How can I thin the tip of the hair in "Stylized Hair"? 🤔
Thank you Noggi.👋
i added BSDF for hair, set color to black and it still is white in cycles render. I didn't do that complicated stuff in this vid, I just went to material icon, clicked, added principled BSDF hair and set color and it does change it to black in evee render but not cycles. wonder why it isn't working just by adding that special one and changing it in the right panel to black.
Thanks!This tutorial is really helpful for me!
Awesome! I wonder why collision is off by default for hair objects, seems kinda weird.
It can create a big distance between the surface and hair depending on the scale, so maybe it's off to avoid confusion. :)
BRO OH MY FRICKIN' GOD THIS IS SO EASY OH MY GOD THIS IS SO COOL BRO THANKS FOR SHOWING THIS TO ME and i just realized that my caps lock was on sorry but i will not rewrite this comment so you just have to accept that i'm shouting. sorry.
dude it's awesome tutorial for real.
Noggi how can I add your nodes into the asset library? Awesome tutorial!
Finally, thank you!
Ok if you make a complete hair course, I want to be the first one to buy it!
Brilliant. You explained everything perfectly. Best 3.5 Hair tutorial I've found. Thank you so much!
A very nice guide! Thank you!
Great tuts, Thank you!
This is just incredible. Thanks a lot for the simple and easy to understand tutorial.
I can transfer the Hair to maya because of you, thank you so much!
Really Useful,Thanks a lot!
Awesome video!
It's amazing. Thank you very much!!!
If the geometry nodes arent showing in your blender file, make sure its not toggled off in the filter settings (funnel shaped thing)
thanks a lot !! I was having this problem for a while now and in filters Node Tree was unchecked grrrr
I don't understand the first bit at all? Why is it so quick?
10:00 That's what I need, but everything is great.
All of my hair cards end up facing the same rotation, instead of rotating to match the scalp surface. (I even see the same problem in the video at 11:25) So like they look fine on the top and back, but at the sides they're sideways-facing. Ticking "follow surface normal" in Interpolate makes it ten times worse. My scalp object already had all transforms applied before I even started. Anyone know how to make hair cards flow in right directions? I don't want to use Twist because that's random.
Thank you for the hair card stuff.
Great tutorial!
2:39 can't find the button(using blender 4.1.1).
These are still not usable in game engines right? Or perhaps that changed? (the convert to mesh modifier you made would probably work if you extract it as a mesh but i mean if its possible without stylized hair, just like the normal particle system in which case we use Alembic export, which didnt seem to work with this new blender hair system before if im not mistaken!)
You can turn these Empty Curves into real curves (or the old particle system), but I failed trying to import those into Unreal. I managed to do it before, but I forgot how to do it...
@@Noggi_3D only doable way to do it from the testing I did so far is to use Import to Unreal (the latest version)
It can import it as hair particles (without any geometry nodes applies obviously, that's where your modifier comes into play!)
Thanks for the excellent tutorial and the added nodes. It all doesn't seem to intimidating to me now. Going to try this soon on some characters and see how it all works. Thanks!
Sounds awesome! Have fun. :)
You are creative, thank you
so google showed me other people are also experiencing the sculp collision bug that doesnt allow you to properly comb the hair down close to the scalp. ive found 2 fixes. 1) is scale everything up very large, then you can comb the hair down closer to the scalp. 2) is scale the hair plate smaller than the head so even though you cant comb the hair down close to the hair plate, it will look like it sas the intended effect of getting close to the head without clipping through it, despite it still technically bugging out and not allowing you to comb the hair close to the hair plate.
has onyone found other work-arounds since the devs dont plan to fix it?
You're the best man. Thank you for this tutorial. Have you made any tutorials related to drapery and long clothes. Id luv to see them as well
I have 2 videos about cloth sculpting, showcasing the best brushes to use IMO. If I need cloth simulations, Blender is my last choice. :D
Thank you for all your hard work we'll never meet, but I'll buy you an imaginary drink of mango juice thanks.
When I try to follow along my hairs are super long nearly off the screen and do not match the length of yours at the start. I tried resizing my mesh etc but nothing seems to work. Any idea of how to get the exact measurments as you have at @0:50 ?
Applying the scale might work. Otherwise it's hard to say what might be the issue. You could add Suzanne (the monkey) and see if you can add the hair to her. If that works you could test all the things that might be the issue. :)
Can you make a complete hair guide, of creating hair, and adding it to unreal ? I really miss any good tutorials just showing a start to finish workflow, with simulated hair =(
for some reason, when trying to convert a hair-card hairstyle, once the "convert-to-mesh" is added and the hair-cards are selected. there seems to be no converted mesh. Nothing appears.
Hi, I was following along with the hair cards part of the tutorial, appended the specified nodes from your blend file to my project but when I go to add the 000_Set_Material modifier, it's not in the dropdown. I'm stumped tbh....
Thanks for making this tutorial btw, it's well explained and has really got me into looking at hair!
This is by far an amazing tutorial about not only hair but geo nodes. Why do geo nodes have to be this complicated???
Thank you. They have a steep learning curve, but you don't need much more than the basics to create some cool custom hairstyles. :)
Sculpt the hair manually if you think it's "too complicated"
I have a qustion about the 05:20 minute. after i copy the hair, i create a new density mask for each side. so now i have two objects for hair? and need to work on each one seperatly?
If you want to adjust them, yes. You could also copy the original one twice to keep the merged one in case you need to make adjustments later. :)
Great, great, but what with the simulation, or this system don't work like that? Because I don't get it. I need to simulate to export to Unreal.
Amazing! Thanks.
Thanks for your postings. I've learned a lot from you and now I have a question. Somehow the surface deform node has disconnected from the mesh. It has 3 red dots. I'm not exactly sure this is the problem but when I move my rig the hair doesn't fully conform to the mesh. It's lagging behind. I've searched for hours and now my only solution is to redo the hair from the very beginning, which is working but it's a costly way to fix what is probably an easy fix. I'm sure there is a single click solution to reconnect what went wrong. If this makes sense, can you please offer a solution?
Thanks for video. I want to control hair curve profile radius with weight or texture map. I tried, but its radius do not change according to the map. They all increase or decrease together.
Hmm, yeah it doesn't work for me either. You might have to look into the modifier to see why it works for the interpolation mod.
I got stuck when I enter the sculpt mode, I don't see the options as in the video. I only see clay, smooth, draw sharp, etc. What should i do? at this part 0:48
select the hair curve object to sculpt the hair. you might be on the scalp mesh.
very nice, I still need to jump into Hair so I will give this a try! How did you get your face in Blender, so acuratley?
really thanks for this video and how to simulate this hair nodes?
Your tutorial is amazing and i just started hair creation in blender, i have a small doubt, Can you please tell me where to get those assets (Duplicate hair cure, Interpolated hair curve) you used, Please let me know.
Did you sculpt your own hair with Blender ?! It looks perfect !❤
hey! question about the hair material: do you know, why on some strands, the tips (and sometimes roots) of the hair glow?
Interpolation can cover well but, if you are trying a choppy, short hair style it becomes a real challenge, especially dealing with ears. Long hair or hair over the ear like your example are easier but, try a short Bob style...really tough and interpolation actually gets in the way. Of course, ears and short hair have always been a challenge.
You'll have to make multiple hair groups to get around the ears and make groups for the other layers of hair for short hair styles. Its a hassle but in the end its so worth it.
@@ripkaylizzle2170 Yes, that was getting ugly. I was getting obsessed with realism then had to pull myself back as it was a stylized character and perfect human hair would not really be a match. So, I went with a hair pulled back, pony tail. I used interpolation for the main hair pulled back but, that was too uniform and the children groups made it look too fake in that the children clusters looked too uniform in their groups, kinda patchy, so, I used the interpolation as the underlayment then ran a layer of individual groups that let me turn and twist them individually so it looked more like hair and less like a helmet. I didn't want to get too realistic as the character is a stylized female. I ran bangs on the front which was all individual hairs with a duplicate modifier of between 40 and seventy. Lot of work, even then I had to do like you mentioned around the ears, real tricky.
Does anyone know how to connect the "Insert Hair Color Texture Here" group?
I watch 8:17, use texture color to apply the hair color, but not working😢
Plug one of the Group outputs into the shader output. :)
@Noggi_3D when converting the particle into a hair mesh to make stylised hair, the roots are not clipping into mesh and instead hovering just above it, so the roots become visible. What is your solution to hide the hair roots so it looks like it's connected to the head?
Excellent tutorial!
I just have a question : how do you give the guide/parent curves a profile width (without having it on children). I would need that to see the curve tilt of these guides
does anyone know the name of the beat playing in the background at 0:27 ?
Yay new video😅...
Hello, if you have created variations in hair color with the multicolor hair material, how could you export it to unreal engine or other softwares ? is there a way to "bake" hair color variations ?
thanks
can you help explain how to use push root above surface with medusa node? I'm really desperate right now as I just bought medusa and it has 90 percent of what make a realistic hair look but lack that one thing to push the root higher. I need solution please.
8:46
absolutely marvelous! i've been wanting something similar to this for the 3.5 geo hair. i wanted to ask, do you happen to have considered doing the inverse and having the control of bezier curve hair for geo node curve hair? it would be really useful and totally worth buying
It's probably possible, but I'm not smart enough to figure that out. :D
@@Noggi_3D thank you so much for the reply!!! darn, thats fair. it's a shame since the hair system is so focused on hair first rather than form first which works best for stylized looks and hair tufts. thank you for your time though and your consideration!
Yes, you can use Bézier curves (or Paths, or any other Curve type) in a Curve object and bring that into the Hair Curves
via “Object Info” in Geometry
Nodes to use as guide curves.
thank you very much
I didn't find the fly away hairs in your custom file, did I miss something ?
I've updated the G-Drive file. It should be in there now. :)
@@Noggi_3D thanks a lot !
Yo noggi can you help me with something? I have this groom it’s basically a dread and fade combo but it’s composed of multiple parts, I did the fade, beard, roots & eyebrows with nodes, but I did the actual dreads with the old particle system I’m pretty new to blender and computers in general, so the hair might be done a little wrong but my problem is when I go to move the armature for my Mb-lab model the hair doesn’t move with it having trouble getting everything to move with the head what are your thoughts and if possible can you walk me through it ?
Hi, doesn't it cause problems to have separate meshes (for example for the beard) when I want to do jaw simulations? The separate mesh will not follow the jaw correctly?
Noggi plz make a tutorial on stylized character sculpting
Complete body
I'm not that deep into stylized modeling but maybe one day. ;)
awesome tutorial, very simple to understand! thank you for the nodes you made! They are so helpful! ! I just started learning how to do hair recently. I was watching your other tutorial about hair and I was surprised you made a new one! Is there a way to animate the hair like it's floating? (I'm quite new to blender..)
Happy to hear that. In my previous hair tutorial, at the end, I showed a simple way to animate hair. More complex simulations should be possible with the upcoming simulation nodes. :)
works great, but when I set my color to be on the brighter side, there are these super bright (almost white) strands that really stand out and ruin the hair (at least in eevee) any idea how to fix it? Thanks
Hey man, do you know if there's a way to use meshes with the new hair system? Say I have a sculpted clump of stylised hair and I wanted to use it along the hair curves?
well when trying to finally follow along weirdly enough I don't have the interpolate hair curve modifier showing up and I do have 3.4 since it's the best my rig can handle.
not sure what's going on or if I did something entirely wrong but I couldn't follow along at all :/
How si the movement with this metode for animation?
It's the first time that I block so quickly, I stop at 1.17 I don't understand how it makes the curves appear after the weight paint.
Do you know if it's possible to start from an already existing base and convert that into hair while keeping the same topology for those who can't make it?