Get into Geometry Node Hair Fast (Blender Tutorial)
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- เผยแพร่เมื่อ 28 มิ.ย. 2024
- Lately, I got very excited about the Geometry Node Hair systems in Blender - and I want to share that excitement with you! In this short video, I show you how to get into working with Geonode Hair quickly and easily.
Links:
Patreon tutorial: / introduction-to-99748569
Patreon assets: www.patreon.com/posts/geometr...
Blender 3.5 Hair Page: www.blender.org/download/rele...
My Character Creator - iClone pipeline: • My Character Creation ...
Marvelous Designer clothing: • How to Quickly Export ...
Timestamps:
00:00 - Intro
01:17 - Base Model
03:15 - Quick Fur
03:54 - Guide Curves
05:17 - Geonode Hair Tools
07:11 - Hair Interpolation
09:16 - Hair Shape
09:39 - Noise & Frizz
10:29 - Beard
11:13 - Outro
#b3d #geometrynodes #hair - ภาพยนตร์และแอนิเมชัน
I can't await to see another masterpiece like 'Heroes of Bronze: The Memory'. As fan of every historical themed I loved this shortfilm. Also the historical accuracy is awesome.
It's so much more intuitive than the old particle system
absolutely amazing
Love your content 🎉🎉🎉
So good ♥
thank you!
make a video on lighting and how u use in heroes of bronzes
🔥🔥🔥
great
Amazing!!! Gonna try this on a few characters I've been porting over from CC4, especially for one who's beard and moustache just doesn't seem to look right. I'm assuming this same technique will work for eyebrows. Never really liked the ones that are painted on.
CC4 has some very nice 2.5d eybrows now, but yes, this geonode workflow works easily for those as well :)
Would you happen to know why it might happen that even after I turn on the option to avoid grooming through the surface of the mesh, curves might still clip through? I was trying to create some long hair on a head surface, and as I tried to comb it to hang down against the surface, eventually it would clip through. I checked and rechecked, and yes, I had turned that option on to prevent it happening, but it was still happening. The best I can figure is that somehow the act of combing the ends down somehow guided the part of the strand closer to the root into the surface mesh, but I don't know. How do I avoid that?
no matter what the hair looks like several individual thick sticks, guess I`ll have to borrow them from their project
How do you make the seperated mesh(for hair) move with the character for animations when imported to other scenes
I just parent it to the head bone, if need be. If I just duplicate some of the parts of the human basemesh that are skinned to the Armature, I don't even have to do that...
how to export to CC4? thanks,
whenever i add the interpolate hair curve , it only shows just 1 strand of hair. not sure what im doing wrong . also great video as always Martin !
Have you specified the Surface in the Interpolate Hair Curves modifier? 05:40
@@MartinKlekner yeah i specified the surface with proper uvs and applied scale. still no hair lol , but no worries its probably something silly that i missed. i'll try on other versions of blender. thank you martin !
@@loatheroach did u find the solution about this problem please ?
Is this viable/optimized for games?
Can you export these to UE and have the groom system simulate them?
Im not really using UE yet, so I cant tell. But you can definitely get the Character Creator human meshes to Unreal. Geometry Node Hair from Blender... not so much, I guess.
I don't use UE but yes it seems possible, at least using meta human, I saw a video recently that showed this (How to Create Custom Metahuman Hair)
Check Prompt Muse’s tutorial on groom export to UE5
"Promosm"
my hair looks too thick 😭😭😭
At 09:16 I show the Hair Profile tool, that one should help…
Third
Bro can you make a discount on your courses because I can't afford any of those