[Blender 3.6] Creating hair cards using geometry nodes
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- เผยแพร่เมื่อ 29 ก.ย. 2024
- Little overview of geo nodes asset pack i have created to make hair cards modeling process much easier and more automated
You can download this asset pack for free on gumroad or patreon, but donations are appreciated
Gumroad: johnsatan.gumr...
Patreon: / 91634276
Buymeacoffee: www.buymeacoff...
Есть планы по апдейту всех старых туториалов подстать под 4.2 версию?
finally!!
thank you simply, just thank you. I've struggled with hair so much and recently discovered that you can make hair cards and a week later you post this video. I'm so grateful you shared this knowledge. I'll let you know how it goes lol
Super awesome and useful toolset.
Wanted to ask if its possible to have the uv mapped relative to the base mesh so that i could use the base meshes texture to read its color and use it on the hair. Basically the generated hair uv coordinate is relative to the base meshes uv coordinate.
This would be used for something like animal fur where the animal already has a texture and then the hair strand would inherit that color.
Edit:
Never mind this it turns out that when you create hair curve asset there is attribute surface_uv_coordinate which serves this purpose.
I think you can just transfer attribute, you can use sample index and sample nearest nodes and transfer UV map from main mesh to finalized hair geometry. Sample index and sample nearest nodes are basically transfer attribute node split into two nodes
Also by finalised hair cards geometry i mean putting transfer attribute setup after "ribbons to cards" node, no need to apply modifier beforehand
Awesome ! thank you so much Sir ! Hair is a real struggel 3D, hope Blender will focus more on Hair- its the only Needle eye !
is it possible to change color ? i have blonde character :D
ok i did it, its simple - sorry im so excited ! you are the master ! have nice day
Nice, this could come in handy!
Ah, look where the desire to optimize my workflow lead me.
I literally want to Praise Satan
Hi, I still don't fully understand geometry nodes and opening your blend file, i tried to make the braids example longer in length with the geometry node setup but couldn't figure out how to do it. I also tried going to sculpt mode and used the grow/shrink and comb selections but those didn't work either. Just one strand of hair responded. Thank you for making and sharing this.
In demo setup all the hair made from mesh ribbons, you can change them in edit mode, sculpt mode will be the same as for mesh, also in edit mode check if nothing is hidden with alt+H, if you have problems with hair sculpt mode, it may be because hairs was unselected, to resolve that you just need to press A in sculpt mode to select them all
Thank you very much
3:26 That changes nothing, the shape of the hair card remains the same
Float curve node is used in a same way as taper curve, and to use it you need to enable "use custom profile" checkbox
@@JohnSatan edit: I actually can set the shape of the hair card like you do, but only if I disable "mapping mode" :/
Mapping mode is locking shape into rectangle to make setting up values for uv map easier
ok ! thank so much @@JohnSatan
I cant figure out how to add this asset to my blender library.
First you need to unpack archive into any folder, then in blender open preferences and file paths, there you can find asset libraries tab, press plus icon and find unpacked folder, specify that folder as asset library and catalogs with assets will appear in asset browser
@@JohnSatan thanks, not sure what i was doing wrong, but I got it installed now :)
Thank you very much for the lessons! how to add your own materials and texture maps? I'm new to blender, so I'm asking very simple questions. I hope you will respond to my request.
You can replace textures in material provided with asset pack, or you can create your own custom material and specify it in "mesh ribbons to hair cards" in material input, to use uv map you can connect it to output and give it a name in modifier, and then use attribute node in shader, in attribute node you'll need to set uv map name from modifier or use default name if you haven't set up custom one, also if you need tips for node asset you csn select node and press tab to acces node group, there you can find documentation with inputs descriptions
how would you go about importing the hair into CC4 its lacking a root id and flow map so I can't customize it at all in CC4
i'll look into it, gonna add those maps in my shader, though for now you can try to use your own textures, all you need is to adjust UV properly in geonodes. Though, another question is can those maps be baked into vertex colours and uses that way? I can quickly add additional outputs for that
How did you add the "Empy Hair" thing? I can't find it anywhere
Shift+A, curve, empty hair
You need blender version 3.6 or higher
@@JohnSatan Thanks! great tutorial btw, but is there a way I can make the hair texture an actual texture to use in a game?
You can use your own shader, and by default ribbons to hair card node meant to be used with texture, so it won't be a problem with exporting
wow, i followed exactly every step, and my hair UV's are soo fucked up..
UV mapping in this asset pack been updated to make it more precise, in last version values are multiplied by 100, so if yuu using shader provided with assets pack, x and y scale would be 12 and 80 correspondingly, instead of 0.12 and 0.8 in version from video
I did some more testing, and problem was in UV transform node, had some math nodes connected incorrectly, thank you for pointing to UV problem, and sorry for inconvenience, update with fix will be posted soon today
Update posted, please check if it works correctly now
i can't buy this in gumroad
What's the problem there? If payments not working you can type 0 in price and download it for free, if gumroad itself working bad there, i have posted this asset pack on my patreon in open post too
What happened before geometry nodes?
Make hair curves or mesh ribbons with edge marked using crease, then add nodes depending on what you have, if it curves you need to convert them into ribbons using specialized node for it, if it ribbons you can add generator right away
i can't use polyquit in blender 4.0
Welp, looks like they've updated api and it broke addon functionality, only solution i can think is to wait till developer updates it for 4.0 or to find addon with similar functionality
@@JohnSatan Thanks ad ! 🥹🥹
I found this channel today . subscribed and hope your channel will grow fast .your content is so good 👍