5:01 - You will need to create the weight paint vertex group before adding the any of the quick fur effects for it to show up in the density mask drop down menu.
It's completely insane that they made this whole system but didn't add a property to specify the length of the hair (because surely _nobody_ wanting quick fur would _ever_ want to adjust the LENGTH of said fur...) I add quick fur to my mesh and it looks nothing like yours. Super tiny stubby hairs, and no obvious way to make them longer. You'd think "Hair Length" would literally be like... the _first thing_ they included.
Your tutorial content is really, really exceptionally good quality. Not just good and valuable instruction but well explained and visually very engaging. Thanks for taking the time to make these!
This video answered like 5 questions I had while trying out the quick effects and to which I couldn't find answers online, so I had given up. Way to go on making a quick but very thorough tutorial!
For anyone Struggling with Performance Your UVmap cannot be overlapping for the Hair curves to work, There May be a Work around for using Tiled Textures But I Experienced that issue and Figure I'd share the solution to Help anyone else. My Solution to keep using tiled Materials was to 1. Make a new UVmap on my Object and use smart project to unwrap it and enable that 2. Ad my Hair curve systems 3. switch the Object back to the UVmap I want enabled The Curves still use the New UVmap, I hope this helped someone 🙂
my project has failed. my model has an animated armiture, using quick fur puts hair particles all over the place (most not connected to the model, but connected to where the model will be in later frames.) disabling the surface deform looks to fix it, but at the same time it sais "invalid surface uvs on 3 curves", which goes right over my head. you also say to put the "armiture above the surface deform", but the armiture modifier & the surface deform modifier are in different lists to each other, so how? & even if i solved all that, how do i bake the bloody fur when it's not a particle system...
While this is interesting, the tutorial should always go in order instead of jumping around and making things very confusing. Also, I cannot set the Density Mask to a vertex group unless I type in the name of the vertex group, so that's another piece of missing information. Though perhaps that is just a change in Blender 4.0+.
Have they ever added hair dynamics to geonodes hair? I've been waiting on learning since there's no point in having hair if it's stiff an unrealistic, but there doesn't seem to be a plan.
Hey, I am very new to blender and hope someone could possibly answer a question I have, in the video on the left side of the screen when you activate the different styles of hair you can have right? Well, my question is how can I see that/access that? I am having trouble figuring out how and looking it up hasn't done me well either
Thanks for making this. What's the key command to get that menu up to search for quick fur? I can only find adding fur as a curve which doesn't give me all the different examples.
How do you make geometric node hairs follow the surface like particle hairs? When I adjusted the character model again after I finished the hair, the hair position was wrong, the hair did not follow the surface of the object
Does it have the option to add this quick effect over Modifier stacks? My model already had a subdiv to begin with and it had UVs, Weight painted on Density and everything but the results look wonky... Not usable for some reason, hopefully i can figure out something or find another video on the particular stuff
i have a question, can i/how export hairs like as a shader, i understand export model eg. gltf, but hairs like a eg. opengl shader, to export to the external render engine?
Could this work on a model that uses 3 different textures? I have models that where originally made for a game, but kind of turned them into using them for animation and renders, but they are split up into 3 parts, head body tail.
I made A LOT (300+) of hair styles....with the OLD particle hair system. How do I make it move when my character(s) move, weight paint the hair (hair stays stiff while other strands blow in the wind), add collision to the hair and character i.e hair Dynamics. Or Is there anyway I can convert them to the NEW geometry hair node system and my it DYNAMIC that way.
Mine doesn't look anything like this. This tutorial is great, but I've found the hair system unpredictable and completely unintuitive. It's crazy. It must just be me. I don't know how to make it do what I want after many tutorials.
How to transfer the hair system from one to another identical model (not particle - new Hair system)? I have a character model that I animate in an external program. When I put it in the blender again, i want use my prewius hair system.
Super helpful, thank you! And well timed, I was just working on my first creature with fur lol! One question though, is there any way to easily get hair to sorta hang straight down? For a shaggy yak fur kinda look, or do I have to comb and shape it all by hand?
don't know if its intentional or a bug but try typing in the name of your vertex group and hitting enter it should add it and show up in the list from now on.
@@xNIMZx1 Thanks. It seeems to be a bug in 3.5. If you create the vertex group before applying the Quick Effect you get your maps on the dropdown. Otherwise it is as you said, you have to manually type the name of your map and press enter.
Thank you for the great video! Is that true the geometry nodes dynamic hair will be added in Blender 3.6? Is it going to be a part of simulation nodes? Have you heard anything about it?
This is fantastic glad people are making more tutorials for this I've been struggling since it came out. Id really love a more complex character or animal video with a full process. I've been struggling with a werewolf I've made cant get the hair to look quite right. Like do you just use one curve for the whole model with a bunch of vertex groups or do you use multiple curves etc. How much should you be using the groom tools vs just the nodes etc.
I have a problem, when i apply quick fur, hairs grow inside my mesh. My face orientation is good, i applied all transforms, my normals are calculated in the good way.. i don't understand why it grow inside
Right in the begining you just say "use quick fur" and it appears.... HOW DO YOU GET THE QUICK FUR OPTION.... Damn these blender tutorials are so damn hard to follow its crazy.
With your object selected, in object mode, open the Object drop down menu (next to the View, Select, Add menus) and about 5 options up from the bottom you will see Quick Effects.
Anybody else tried to pose/animate hair curves? I have a scheme worked out. Not sure if TH-cam will let me post the name of the place where I’ll be describing it.
Blender's Hair system is nice if you want to make hair for rendering. But if you're wanting to make hair (re: Hair cards) for games or external animation apps, it sucks. You'd think the Blender guys would've been all over creating a system that allows you to EASILY create hair cards out of this. Nope. Gotta navigate a spider web of Geometry Nodes, and bust your brain trying to figure out which nodes do what. It's the whole "Good Bye and Good Luck" attitude that is very off-putting about this system.
This is good but I think it would be more suited for if you want a quick render to see how your character/asset looks with hair/fur. I personally prefer using the particle system even though it can slow down your pc I just personally prefer it. But this is good if you want a quick fix.
You can actually take this and convert it into the old particle system with a simple button! Under curves, in sculpt mode, there is an option to convert it to the old system... Also you can take these hairs and customise them while in sculpt mode adding/ removing/ growing areas etc while still using vertex groups to separate/ control each piece; its actually quite robust! I didnt think it would replace the particle system but it just might be the answer we are looking for! Oh, you can also add even greater depths of control with the node system: th-cam.com/video/gCQN5vNgHiI/w-d-xo.html
5:01 - You will need to create the weight paint vertex group before adding the any of the quick fur effects for it to show up in the density mask drop down menu.
@@povarensky no worries, it took me a while to work out why it wasn't there :)
already create it, but it doesnt show in density mask drop down.
I had the same problem. A quick fix is just write the name of the vertex group there and it will recognize it. Remember that the it is Case Sensitive
Thanks!
What about when you make a hair empty?
It's completely insane that they made this whole system but didn't add a property to specify the length of the hair (because surely _nobody_ wanting quick fur would _ever_ want to adjust the LENGTH of said fur...)
I add quick fur to my mesh and it looks nothing like yours. Super tiny stubby hairs, and no obvious way to make them longer.
You'd think "Hair Length" would literally be like... the _first thing_ they included.
If you add a trim curves, as the second modifier in the stack, you can control the length that way. It's not super intuitive, but should get results
Thank you @@SouthernShotty this was the info I was looking for.
Your tutorial content is really, really exceptionally good quality. Not just good and valuable instruction but well explained and visually very engaging. Thanks for taking the time to make these!
This video answered like 5 questions I had while trying out the quick effects and to which I couldn't find answers online, so I had given up. Way to go on making a quick but very thorough tutorial!
I'm stuck in the first 20 seconds
Yeah because the geometry hair node system is trash.
The particle hair system is easier
geometry nodes hair system is the future@@spittingame4241
yeah. first 17 seconds. doesn't tell you how to get to that search menu.
there is a record for tutorial fail here
"you just go..."
oh thanks for that
Select the mesh and then hit F3
@@codeblack4462 thanks your a hero
what did you press to bring up the quick fur thing damn!
How in the heck did you do that search at 0:15?
fr tf is that
@@knaxel fr what is that
I believe it's 'F3' with the Blender shortcut or 'Tab' using the Industry Standard shortcut.
For anyone Struggling with Performance Your UVmap cannot be overlapping for the Hair curves to work, There May be a Work around for using Tiled Textures But I Experienced that issue and Figure I'd share the solution to Help anyone else.
My Solution to keep using tiled Materials was to
1. Make a new UVmap on my Object and use smart project to unwrap it and enable that
2. Ad my Hair curve systems
3. switch the Object back to the UVmap I want enabled
The Curves still use the New UVmap, I hope this helped someone 🙂
Found it out the long way but man these hair geonodes should come with a big UV LAYOUT REQUIREMENT sign.
Does anyone know how to get the length vertex group? Did i miss anything? I think it is just there in the tutorial...
Im new in blender this system is hair procedural? If production need to change the mesh the hair can be will transfer?
More hair videos!!!! Iovveee how easy you make it thank you so much ❤
Great video, by the way. How can I implement hair dynamics so that it behaves according to gravity, wind, turbulence, etc.?
my project has failed. my model has an animated armiture, using quick fur puts hair particles all over the place (most not connected to the model, but connected to where the model will be in later frames.) disabling the surface deform looks to fix it, but at the same time it sais "invalid surface uvs on 3 curves", which goes right over my head. you also say to put the "armiture above the surface deform", but the armiture modifier & the surface deform modifier are in different lists to each other, so how?
& even if i solved all that, how do i bake the bloody fur when it's not a particle system...
While this is interesting, the tutorial should always go in order instead of jumping around and making things very confusing. Also, I cannot set the Density Mask to a vertex group unless I type in the name of the vertex group, so that's another piece of missing information. Though perhaps that is just a change in Blender 4.0+.
why my quick fur have the modify in the curve and not on the mesh, if i put trim hair it's gonna be on the mesh modifier....
Have they ever added hair dynamics to geonodes hair? I've been waiting on learning since there's no point in having hair if it's stiff an unrealistic, but there doesn't seem to be a plan.
Very nice! Is this character available in any of your resource packs on gumroad/blender market?
Hey, I am very new to blender and hope someone could possibly answer a question I have, in the video on the left side of the screen when you activate the different styles of hair you can have right? Well, my question is how can I see that/access that? I am having trouble figuring out how and looking it up hasn't done me well either
So the hair system is only good for still renders and for animated characters i still have to use the particle hair?
How can I use this new hair system in an animation production? How do I do a physical simulation with this new system?
1:26 You can’t add an armature to a Hair Curves object.
Thanks for making this. What's the key command to get that menu up to search for quick fur? I can only find adding fur as a curve which doesn't give me all the different examples.
F3
i have no idea how you got quick fur. im in 4.0 is it different in there or? i think you may have had a hot key but didnt tell us what it was?
How do you make geometric node hairs follow the surface like particle hairs? When I adjusted the character model again after I finished the hair, the hair position was wrong, the hair did not follow the surface of the object
Does it have the option to add this quick effect over Modifier stacks? My model already had a subdiv to begin with and it had UVs, Weight painted on Density and everything but the results look wonky... Not usable for some reason, hopefully i can figure out something or find another video on the particular stuff
i have a question, can i/how export hairs like as a shader, i understand export model eg. gltf, but hairs like a eg. opengl shader, to export to the external render engine?
Could this work on a model that uses 3 different textures? I have models that where originally made for a game, but kind of turned them into using them for animation and renders, but they are split up into 3 parts, head body tail.
I made A LOT (300+) of hair styles....with the OLD particle hair system. How do I make it move when my character(s) move, weight paint the hair (hair stays stiff while other strands blow in the wind), add collision to the hair and character i.e hair Dynamics.
Or Is there anyway I can convert them to the NEW geometry hair node system and my it DYNAMIC that way.
Can you simulate the hair/fur when using this technique?
okay but.. how do you put the geometry nodes in a CURVE???
how can i animate, simulate hair?
How it could be animate the hair assets?
Amazing tutorial! Thank you for sharing your knowledge!!
Is hair simulation/dynamics planned for the near future?
Mine doesn't look anything like this. This tutorial is great, but I've found the hair system unpredictable and completely unintuitive. It's crazy. It must just be me. I don't know how to make it do what I want after many tutorials.
Is possible change need change the curve radius profile whit a weight pain or texture map?. Please i need heeelp! T.T
Can you export these as alembic files??
Why is it that when I add interpolate hair curves, blender runs very slow? Any solution for that?
Can we simulate geometry nodes hair ???
How to transfer the hair system from one to another identical model (not particle - new Hair system)?
I have a character model that I animate in an external program. When I put it in the blender again, i want use my prewius hair system.
how did you bring up the window, that allowed you to "just" click quick fur?
Try pressing F3 or fn+F3
For some reason when doing a mask for the Trim modifier it isn't working...
What key did you press in 0:12?
F3
Super helpful, thank you! And well timed, I was just working on my first creature with fur lol! One question though, is there any way to easily get hair to sorta hang straight down? For a shaggy yak fur kinda look, or do I have to comb and shape it all by hand?
This should answer your question. th-cam.com/video/DhNmKw-oM7E/w-d-xo.html
I... cant see my vertex map in the pull down for Density. Anyone help?
don't know if its intentional or a bug but try typing in the name of your vertex group and hitting enter it should add it and show up in the list from now on.
@@xNIMZx1 Thanks. It seeems to be a bug in 3.5. If you create the vertex group before applying the Quick Effect you get your maps on the dropdown. Otherwise it is as you said, you have to manually type the name of your map and press enter.
Not sure why but when dragging the hair elements onto my model its not being applied to the quick fur curve but the model itself
Anyone found a way to have the hair follow mesh deformations? With shape keys specifically instead of a rig
Will this port to Unreal?
How can hair made this way be converted into something that can be exported to game engines?
Altermesh
@@travisyee7278 I'll look into it
This might also be helpful: th-cam.com/video/aZwWT1l44Ss/w-d-xo.html&ab_channel=Noggi
very helpfull thanks! how do you deal with the mouth animation not going trough the hair? shape keys?
Thank you for the great video! Is that true the geometry nodes dynamic hair will be added in Blender 3.6? Is it going to be a part of simulation nodes? Have you heard anything about it?
This is fantastic glad people are making more tutorials for this I've been struggling since it came out. Id really love a more complex character or animal video with a full process. I've been struggling with a werewolf I've made cant get the hair to look quite right. Like do you just use one curve for the whole model with a bunch of vertex groups or do you use multiple curves etc. How much should you be using the groom tools vs just the nodes etc.
@xNIMZx1
Great point. Same reason I haven’t started using this system.
+1
I have a problem, when i apply quick fur, hairs grow inside my mesh. My face orientation is good, i applied all transforms, my normals are calculated in the good way.. i don't understand why it grow inside
add quick fur after applying position scale rotation to the mesh.
Where did you get the hair assets? They look amazing!
They're part of Blender.
Do you know how to see them in blender
my characters fur is inside the skin but the normals are the proper direction
Right in the begining you just say "use quick fur" and it appears.... HOW DO YOU GET THE QUICK FUR OPTION.... Damn these blender tutorials are so damn hard to follow its crazy.
With your object selected, in object mode, open the Object drop down menu (next to the View, Select, Add menus) and about 5 options up from the bottom you will see Quick Effects.
show the render!
Anybody else tried to pose/animate hair curves?
I have a scheme worked out. Not sure if TH-cam will let me post the name of the place where I’ll be describing it.
the character looks fed up, as if he was forced to do the tutorial. lol
Didn’t know this was a thing 😫😫
I can't see my hair in render...
Damn tutorials, nothing works! As usual! :D
Blender's Hair system is nice if you want to make hair for rendering. But if you're wanting to make hair (re: Hair cards) for games or external animation apps, it sucks. You'd think the Blender guys would've been all over creating a system that allows you to EASILY create hair cards out of this. Nope. Gotta navigate a spider web of Geometry Nodes, and bust your brain trying to figure out which nodes do what. It's the whole "Good Bye and Good Luck" attitude that is very off-putting about this system.
The content in your videos is fantastic, but the “go ahead and” every other sentence is… a lot.
Thank you for the tutorial. It's really good.
How to dinamic animate hair
Can we name him Fozzy? :)
This is good but I think it would be more suited for if you want a quick render to see how your character/asset looks with hair/fur. I personally prefer using the particle system even though it can slow down your pc I just personally prefer it. But this is good if you want a quick fix.
I agree. It's frustrating that this new system doesn't include the simulation of hair which is why I use particle hair in the first place.
You can actually take this and convert it into the old particle system with a simple button! Under curves, in sculpt mode, there is an option to convert it to the old system... Also you can take these hairs and customise them while in sculpt mode adding/ removing/ growing areas etc while still using vertex groups to separate/ control each piece; its actually quite robust! I didnt think it would replace the particle system but it just might be the answer we are looking for!
Oh, you can also add even greater depths of control with the node system: th-cam.com/video/gCQN5vNgHiI/w-d-xo.html
wait how do u get the quick fur again?