Dude, a suggestion: I (and many other people) NEVER found a good tutorial or course that teaches how to make good feathers in Blender. I'm not referring to individual feathers, but using Blender's hair system to create a bird's feather, for example. It would be a great addition to your channel, especially with this new hair system. Congratulations on the work!
@@2b_or_not_2b_4gotten I don't understand what you mean by this. You have 3 hair systems one for each primary, secondary and cover feathers, each using softbody physics? I didn't realize hair can be linked to physics sims. What should I search to learn about this? (I haven't done much at all with sims or hair until I needed it now...) Idk what Idk, but I do recognize Bifrost from Maya, not the rainbow bridge reference though... cause though I will die in battle, I don't plan to get hoodwinked by Freya and be her slave forever. (Half go to drink and party with her husband, half go to serve Freya... I don't like those odds).
With it being in geometry nodes, you can expand the thickness of the hair so you have bigger hairs to work with. (acting as hair guides, when converting it to curves) @Carls3d has a node setup on their page and it helps so much managing single strands, then coverting it.
I knew you guys would check this out! I know Blender may not ever really truly be the industry standard, but it’s definitely not stopping soon! The Blender Foundation’s newest film Project Heist, which has been the film they have been testing these tools on, has had the specific goal to NOT be stylized and they’re trying they’re best to reallyyyy give Blender the tools to make it photoreal. Great video as always! Thank you! 😊
Oh it’s gonna get to industry standards alright. So many smaller CG companies that start using Blender now will only continue to invest in it as they grow.
@@ulolphtoxic402 it’s getting there, but Flippednormals themselves have said multiple times that it would take a complete rewriting of studios entire production pipeline, because all of their artists are used to Maya and their plugins are custom made for Maya. I adore Blender, but I was just coming from the angle of realistic that Flippednormals have said it’s incredible, it’s going far, they have their courses, but studios sill will be reluctant to switch because although blender is great, they don’t have reasons to switch currently. Sure it’ll likely change as those softwares become more and more predatory while Blender stays Blender, but I was coming from the realistic standpoint as to why it STILL isn’t the standard
Don't think I'll be fully integrating it into a character workflow yet, it's definitely promising but it's also missing some features like hair collision with the object during grooming. (Which I find is helpful to avoid situations where the hair clips too much into the character's head.) With more time I can see this becoming something indespensable. Really good tutorial on it at this stage!
For this you can simply initially comb the hair system with a normal hair system, and then convert it to the new hair curves. F3 -> convert should have a function converts the system.
The biggest problem this also has now is its inability to properly attach itself to a rig. So you can't even make image posters without first pre-posing the characters, and THEN adding the hair curves. It's just WAY too premature at this stage.
Nice overview of new hair system (which is far from finnished feature)...few thoughts which might help, first turn off "outline" in shading menu of the viewport for better readibility, second temporarily turn off "surface deform" modifier on the groom mesh...will help with performance problems! you can turn it on afterwards
AHHHHHHHHHH yay! I was just nearing that stage of converting my hair card hair to blender particle hair. (I wonder if the hair tool addon is prepped and ready for this too.)
17:40 When converting new curve hair to old hair particle system and the menu greyed out, you want to select Curve and specify the Mesh Surface geometry target before hand.
They’ve already advanced the tool SO much in 3.5 and still even more in 3.6. As of this video, they didn’t have interpolation and guides, but now you have those and other things like braiding and curling and more in 3.5 and in 3.6 they’ll do dynamics for physics. But yea, 3.3 is a good start for it, but 3.5 and 3.6 add more of what was missing in the first iteration
Wanted to tell you something about the slide brush. Be sure to turn off pressure sensitivity for this brush. Currently the hairs will just snap back to it's original coordinates after lifting your pen off the tablet/screen.
how did you export all of the geo nodes? Edit: nvm, I found it, for anyone not familiar with the append feature (which is me), all you have to do is click append and choose the einar .blend file
11:57 - Wow, ain't that technique of yours kinda like comb from splines type of thing which other 3D software has with their hair systems...? that's amazing that it is possible to do now with Blender 3.3
As usual, amazing tut!!! Very happy ur teaching this, cause this new hair system alrdy giving me so much trouble :( for example... how to export it with the UV coordinates so the map you created in Substance matches the colors once that alembic is in UE5? If you know of ANY WAY to get the maps into UE5... or in blender for that matter, pls give some advice. I'm stuck over here :(
(not a new feature) you can use curves with hair cards and then groom them since they are curves, but converting already posed curves or hair particle systems to haircards is something that I don't think is going to happen anytime soon (but anyway there is no need of doing it that way)
Honestly, I found that the new hair system have little to no weight on my potato that I call a PC, while the old hair system was like HEAVY, REALLY HEAVY barely usable. It's also absurdly easier to control and to actually get the hair done. I'm moving on to the new system and mostly not looking back at all, except to some little tricks only possible over the particle stuff, like curly hairs with custom curve shapes.
so now you do have the workflow where you add parent hairs, then add an interpolate hairs modifier/geometry node The development has moved on a pace since this was posted you can also do region control type maps for the clumping modifier. i am still not 100 per cent happy with this system as I spent a long time getting good at the particle hair stuff, but I am sure it will be getting more updates my biggest beef is that you can ony sculpt the parent hairs, not the child hairs like you can in xgen
Blender Hair Tools add-on now incorporates and streamlines the Hair System with Modifiers and more! Super Handy for Real Time Hair Creation: th-cam.com/video/kXxdav7zoF8/w-d-xo.html
9:47 Were you using a prerelease? Because in the release version, the selection is showed in a slightly different shade, and the material colour applies to all hairs, selected or not.
So I am a Maya user but struggling with annual costs for all my packages and was considering moving to Blender. One of main uses would be hair, specifically stylized hair grooms and animal fur. My render engine is unreal so would need an easy workflow to export as alembic. Also use for Maya/Zbrush for hard surface modeling. I’m not really looking forward to learning yet another package, but if the output for what I need is a decent workflow with Blender then I would try. I need to renew Maya end of this month so need some guidance if anyone has any thoughts. Thanks
First you can use the full workflow of this video, until the point of converting the Curve Hair to Particle System. Them you can try watching videos of how export a Particle Hair system as Alembic to Unreal 4 or 5 One of the tutorials that help me in the past: Marvel Master - 3 NEW Dynamic Hair Tutorial - Blender to Unreal I haven't tried it yet.
I can't find a very detailed tutorial about the making of realtime hair cards, mainly for game engines. It seems every tutorial I find is a little different, not just the process, but more importantly the format of the product. I want to learn to make the industry standard hair cards, with anisotropic reflection (highlight), that is compatible to most game engines, but I can't seem to find a proper tutorial, either free or paid. I've wathed many tutorials about hair cards so far, but still can't find out what texture maps are need to be baked besides the basic ones. Can you guys please make one?
@@IGarrettI The advantages are many. First of all I can now sculpt directly in cycles without problems, the density tool is incredibly useful as useful is the sphere tool. and the geometry nodes offer a great flexibility. Duplicating a curve is faster too
@@justsomegirlwithamustache3391 - thanks. I guess just create them "flat" using geonodes, then bake an alpha with ortho camera, then import as plane, and place around head. Would be cool if add-on or something allows you to just automate the full bake to cards (not mesh) with some kinda projection mapping or something - to keep it just like the way you prepared the hair.
I'm a little confused between the count number and the density brush. Are they about the same thing? Both of them are adding hair in an area although density tells you where it will plot the hair while the count seems a bit random. If you have a count of 3 and a large cursor - what's the logic for placement of 3 hairs within that cursor?
Does anyone understand why the scale of hair can be so different from the scale of the character sometimes? For example 19:50 his hair shape tip is default 1m and root default is 2m. I have similar issues. My character is 1.7m tall with scale applied x1, y1, z1. but hair length needs to be 20m to come down past the shoulders. Why?
Great video, but honestly, all I heard was what an incomplete and work in progress system this is, with (as usual for Blender) no UX thought behind it at all. Will check back again in a few years…
Folks, what could be the reason for blender crashing, when I want to add this new "empty hair" on a simple imported mesh (obj.)? It happens every time. This only works on meshes/tools like UV sphere, suzanne etc. for me, but not on an imported one. Blender just freezes and never recovers. Its not my system, my PC is well equipped for 3D work.
My only guess is that this imported mesh may be too dense for the empty hair curves modifier. Try to decimate or unsubdivide your mesh and then try to apply the empty hair.
@@calistafalcontail Blender has great addons available and I have them all. But xgen technology works very differently. Very detailed and advanced. For realism, xgen is absolutely essential.
Dude, a suggestion: I (and many other people) NEVER found a good tutorial or course that teaches how to make good feathers in Blender. I'm not referring to individual feathers, but using Blender's hair system to create a bird's feather, for example. It would be a great addition to your channel, especially with this new hair system. Congratulations on the work!
Grant abitt Pegasus
@@2b_or_not_2b_4gotten Thanks for the tip! I will try to use it!
I don't like to advertise on other people videos, but I have a tutorial about creating feathers on my channel.
@@joannakobierska6739 Young lady, I'm supposed to be able to understand what you did from your timelapse!? I feel retarded now, cause Idt I can.
@@2b_or_not_2b_4gotten I don't understand what you mean by this. You have 3 hair systems one for each primary, secondary and cover feathers, each using softbody physics? I didn't realize hair can be linked to physics sims. What should I search to learn about this? (I haven't done much at all with sims or hair until I needed it now...)
Idk what Idk, but I do recognize Bifrost from Maya, not the rainbow bridge reference though... cause though I will die in battle, I don't plan to get hoodwinked by Freya and be her slave forever. (Half go to drink and party with her husband, half go to serve Freya... I don't like those odds).
With it being in geometry nodes, you can expand the thickness of the hair so you have bigger hairs to work with. (acting as hair guides, when converting it to curves) @Carls3d has a node setup on their page and it helps so much managing single strands, then coverting it.
Are you referencing their gumroad page or some ytube video?
I am happy to hear that Blender is keeping improving and improving.
We are as well! The new hair tools are a very welcome addition
I knew you guys would check this out! I know Blender may not ever really truly be the industry standard, but it’s definitely not stopping soon!
The Blender Foundation’s newest film Project Heist, which has been the film they have been testing these tools on, has had the specific goal to NOT be stylized and they’re trying they’re best to reallyyyy give Blender the tools to make it photoreal.
Great video as always! Thank you! 😊
Oh it’s gonna get to industry standards alright. So many smaller CG companies that start using Blender now will only continue to invest in it as they grow.
Blender will be soon industry standard, u just wait and see
@@ulolphtoxic402 it’s getting there, but Flippednormals themselves have said multiple times that it would take a complete rewriting of studios entire production pipeline, because all of their artists are used to Maya and their plugins are custom made for Maya.
I adore Blender, but I was just coming from the angle of realistic that Flippednormals have said it’s incredible, it’s going far, they have their courses, but studios sill will be reluctant to switch because although blender is great, they don’t have reasons to switch currently.
Sure it’ll likely change as those softwares become more and more predatory while Blender stays Blender, but I was coming from the realistic standpoint as to why it STILL isn’t the standard
Don't think I'll be fully integrating it into a character workflow yet, it's definitely promising but it's also missing some features like hair collision with the object during grooming. (Which I find is helpful to avoid situations where the hair clips too much into the character's head.) With more time I can see this becoming something indespensable.
Really good tutorial on it at this stage!
Yes its definitely a pretty fresh system. But it has a lot of potential!
For this you can simply initially comb the hair system with a normal hair system, and then convert it to the new hair curves. F3 -> convert should have a function converts the system.
here is a workaround with geonodes th-cam.com/video/lUSbJSfGoFU/w-d-xo.html
The biggest problem this also has now is its inability to properly attach itself to a rig. So you can't even make image posters without first pre-posing the characters, and THEN adding the hair curves. It's just WAY too premature at this stage.
Thank you. Very helpful tutorial
This was extraordinarily easy to follow. Thank you!
Nice overview of new hair system (which is far from finnished feature)...few thoughts which might help, first turn off "outline" in shading menu of the viewport for better readibility, second temporarily turn off "surface deform" modifier on the groom mesh...will help with performance problems! you can turn it on afterwards
AHHHHHHHHHH yay! I was just nearing that stage of converting my hair card hair to blender particle hair. (I wonder if the hair tool addon is prepped and ready for this too.)
17:40 When converting new curve hair to old hair particle system and the menu greyed out, you want to select Curve and specify the Mesh Surface geometry target before hand.
They’ve already advanced the tool SO much in 3.5 and still even more in 3.6.
As of this video, they didn’t have interpolation and guides, but now you have those and other things like braiding and curling and more in 3.5 and in 3.6 they’ll do dynamics for physics.
But yea, 3.3 is a good start for it, but 3.5 and 3.6 add more of what was missing in the first iteration
thanks for the tutorial! how do you prevent the hair from going through the head mesh?
Wanted to tell you something about the slide brush. Be sure to turn off pressure sensitivity for this brush. Currently the hairs will just snap back to it's original coordinates after lifting your pen off the tablet/screen.
6:35 Idk. Slide brush is awesome. Maybe it depends on the mesh resolution that is why it is so lagy in the video?
this is such a good tutorial, is really in depth for such a new system, thanks for the help!
Glad it was helpful!
I missed you guys!
We missed you too!
how did you export all of the geo nodes?
Edit: nvm, I found it, for anyone not familiar with the append feature (which is me), all you have to do is click append and choose the einar .blend file
thank you very much!
what do we have to take out of the Einar project to clean it up like you did?
Very helpful!
The first couple of parts were easy to follow but by the end, I think I’m more confused about Blender Hair than before 😂 💀
is there any way to animate the hair??
This is really promising. But as an artist, I would like to have access to more Geometry Nodes easily.
11:57 - Wow, ain't that technique of yours kinda like comb from splines type of thing which other 3D software has with their hair systems...? that's amazing that it is possible to do now with Blender 3.3
hello, what is mean 'invalid uv map : uv island must not overlap' i can not put hair on my sculpt btw :(
how do you rig with the new hair system?
One thing this new hair system lost is the emitter deflector option, brushing with them can be annoying when they go through the model
tnx bro
As usual, amazing tut!!! Very happy ur teaching this, cause this new hair system alrdy giving me so much trouble :(
for example... how to export it with the UV coordinates so the map you created in Substance matches the colors once that alembic is in UE5?
If you know of ANY WAY to get the maps into UE5... or in blender for that matter, pls give some advice. I'm stuck over here :(
Is it possible to convert a hair groom to alpha cards for use in realtime work, game engines, etc?
(not a new feature) you can use curves with hair cards and then groom them since they are curves, but converting already posed curves or hair particle systems to haircards is something that I don't think is going to happen anytime soon (but anyway there is no need of doing it that way)
Honestly, I found that the new hair system have little to no weight on my potato that I call a PC, while the old hair system was like HEAVY, REALLY HEAVY barely usable. It's also absurdly easier to control and to actually get the hair done.
I'm moving on to the new system and mostly not looking back at all, except to some little tricks only possible over the particle stuff, like curly hairs with custom curve shapes.
so now you do have the workflow where you add parent hairs, then add an interpolate hairs modifier/geometry node
The development has moved on a pace since this was posted
you can also do region control type maps for the clumping modifier. i am still not 100 per cent happy with this system as I spent a long time
getting good at the particle hair stuff, but I am sure it will be getting more updates
my biggest beef is that you can ony sculpt the parent hairs, not the child hairs like you can in xgen
Blender Hair Tools add-on now incorporates and streamlines the Hair System with Modifiers and more! Super Handy for Real Time Hair Creation: th-cam.com/video/kXxdav7zoF8/w-d-xo.html
9:47 Were you using a prerelease? Because in the release version, the selection is showed in a slightly different shade, and the material colour applies to all hairs, selected or not.
Hello, how did you manage to separate these geonodes? Thanks
Could one increase the depth of hair and use it as hair cards?
how is the performance?
Do you know what might be preventing my hair to not comb from the roots? It only comes about half the hair not the bottom we’re the roots are.
How can you copy hair curves for one model to the copy of that model?
How does one access the hair thickness using Geonomerty nodes?
Would you guys say that Xgen is still the superior hair generator? I’m seriously considering learning maya just for Xgen
9:06 when I tried the selection, unselected part became invisible in viewport, which is really annoying. How to make it visible?
So I am a Maya user but struggling with annual costs for all my packages and was considering moving to Blender. One of main uses would be hair, specifically stylized hair grooms and animal fur. My render engine is unreal so would need an easy workflow to export as alembic. Also use for Maya/Zbrush for hard surface modeling. I’m not really looking forward to learning yet another package, but if the output for what I need is a decent workflow with Blender then I would try. I need to renew Maya end of this month so need some guidance if anyone has any thoughts. Thanks
First you can use the full workflow of this video,
until the point of converting the Curve Hair to Particle System.
Them you can try watching videos of how export a Particle Hair system as Alembic to Unreal 4 or 5
One of the tutorials that help me in the past:
Marvel Master - 3 NEW Dynamic Hair Tutorial - Blender to Unreal
I haven't tried it yet.
I can't find a very detailed tutorial about the making of realtime hair cards, mainly for game engines. It seems every tutorial I find is a little different, not just the process, but more importantly the format of the product. I want to learn to make the industry standard hair cards, with anisotropic reflection (highlight), that is compatible to most game engines, but I can't seem to find a proper tutorial, either free or paid. I've wathed many tutorials about hair cards so far, but still can't find out what texture maps are need to be baked besides the basic ones. Can you guys please make one?
realtime hair cards - what is that ? maybe thats your problem. Nobody knows what a realtime hair card is
@@MichaelFlynn0 Those used in any triple A game with a realistic art style. Btw I've figured it out. Sorry if you couldn't understand my situation.
sorry dont understand how does it know what object to paint on, i got nothing on my model
Hey! First to be hair, hah
I thought I saw a way to convert these curves into a particle system on twitter. That would allow a guide-child workflow.
It's actually possible
This is covered in this video :)
But then you might as well start in the particle hair. As of now I don't see the advantages of using the new hair curves over the particle hair
@@IGarrettI The advantages are many. First of all I can now sculpt directly in cycles without problems, the density tool is incredibly useful as useful is the sphere tool. and the geometry nodes offer a great flexibility. Duplicating a curve is faster too
@@IGarrettI Exactly - the new system is in its infancy.
Does blender have a way to bake hair to hair cards? If not, that would be a great add-on.
use curve to mesh node
@@justsomegirlwithamustache3391 - thanks. I guess just create them "flat" using geonodes, then bake an alpha with ortho camera, then import as plane, and place around head. Would be cool if add-on or something allows you to just automate the full bake to cards (not mesh) with some kinda projection mapping or something - to keep it just like the way you prepared the hair.
I'm a little confused between the count number and the density brush. Are they about the same thing? Both of them are adding hair in an area although density tells you where it will plot the hair while the count seems a bit random. If you have a count of 3 and a large cursor - what's the logic for placement of 3 hairs within that cursor?
the logic is for simple grooming... groom small amount of hairs get it to the shape. then fill the head with the density brush
How to change points per curve on already existing hair?
Okay as of 3.3.1 on Windows, when you add empty hair object it goes to the last selected or the active object.
Does anyone know if this hair will be able to be used in unreal 5?
Why is it surface deform?
I'm using a particle system for the hair, I thought that was how it's done?
It is funny that your slide brush is so slow. On my computer, you can slide hundreds of curves without any lag.
I think they fixed the slide brush because I can easily move 100+ strands around no problem on a daily old computer with no GPU.
Awesome
Like this!
Long time no see
The hair isnt working for me.
it will not allow me to add hair on mesh and i have a uvmap
Can you Plzzz do an elaborate tutorial on Blender UDIM workflow? Your tutorials are Awesome and easy to understand, Always...Thank you.......
Does anyone understand why the scale of hair can be so different from the scale of the character sometimes? For example 19:50 his hair shape tip is default 1m and root default is 2m.
I have similar issues. My character is 1.7m tall with scale applied x1, y1, z1. but hair length needs to be 20m to come down past the shoulders. Why?
This is also the way it is with ornatrix and c4d hair I haven’t found an answer yet
hair still can`t get texture from object for create a fur?
it tells me that i need uv map i dont know what to do
In new Blender Versions "slide" Brush is much faster
Great video, but honestly, all I heard was what an incomplete and work in progress system this is, with (as usual for Blender) no UX thought behind it at all. Will check back again in a few years…
If you're not showing how to do long hair, then maybe ultimate is not the best descriptive term
Literally said that it's not a "How to groom" video
Folks, what could be the reason for blender crashing, when I want to add this new "empty hair" on a simple imported mesh (obj.)? It happens every time. This only works on meshes/tools like UV sphere, suzanne etc. for me, but not on an imported one. Blender just freezes and never recovers. Its not my system, my PC is well equipped for 3D work.
My only guess is that this imported mesh may be too dense for the empty hair curves modifier. Try to decimate or unsubdivide your mesh and then try to apply the empty hair.
@@kaludgo5811 Alright I am gonna give this a try. Thanks🙏
Combing in sculpt mode is so weird. Why not use guiding curves, just normal curves
how to animate ?????????????????????
I'm sure for the new guys, who never do the hair grooming process, it looks some like WOW. 😁 But it's not. But tutorial is good as always 👍👍
Yiee as of now it's not a threat to any hair system out there
i am sorry to ask but is it good for gaming??
No, you'd have to bake them into hair cards
This system feels half baked
coment
No matter how you follow tutorials, nothing works.
:DD
The Ultimate Guide to do Nothing
I stopped using blender. I'm using xgen now. Easier and powerful
You ever try Houdini hair? I’m thinking about switching to it.
Same. Particle hair was giving me nightmares🤣
@@calistafalcontail Blender hair sim cache is the most frustrating thing I've dealt with. Big NOPE from me.
@@manavgala2361 No I do not recommend. Currently the most advanced hair creation xgen and ornatrix software are available.
@@calistafalcontail Blender has great addons available and I have them all. But xgen technology works very differently. Very detailed and advanced. For realism, xgen is absolutely essential.