this is the way of 3d printable hair. i was using different way to doing this but your way much easier then mine and gets better result in the end. thanks for sharing your knowlege.
Oh you are the greatest. I am trying to do 3d-metal printed jewelry with your system. So I would like to start a hair from all vertices of a ground geometry. Would you have a suggestion how to do this? Ever so grateful!
Generally, when I find a tutorial that does not have a voice narration to it, I give it a hard pass because most of the time, the tutor goes way too fast, and it is hard to follow precisely what they're doing. You, at least, slow down, indicate what function you are about to use, and the video is pretty easy to follow. So, congrats for breaking the mold, and thank you for this tutorial. :)
@@TheRedWaxPolice That helped immensely thank you, but the strips I now generate are still a lot of geometry along the length of the curve. i.e. each "hair" has a large amount of polygons from root to tip. Is there another way to cut it down further in that regard? I'm attempting to greatly reduce the total poly count per hair to see how viable this is for making lower poly models to move to things like game engines as a substitute to hair cards. Right now it seems close but just too heavy on poly count with a full set of hair.
@@SigmaGuardian66 You should be able to control that with the resample curve node too.. It's a little hard to tell what's going on without seeing your setup..
@@TheRedWaxPolice I understand. I'm currenty just using a duplicate of what you made here minus the color ramp and spline nodes but with the resample curve node in-between the curve circle node and the curve to mesh node. The only variable I can change on the resample node is "count" and that affects the amount of points making up the circle around the hair strand and not the amount of polys going down the length. Hope that helps.
@@SigmaGuardian66 Okay, that resample curve node is not needed there.. The resolution of the circle can be controlled by the resolution parameter of the circle node itself.. And to control the resolution along the length of the curve you need to put that resample curve node right after the group input node.. Let me know if it's working...
Thanks man it helped me a lot 🎉
this is the way of 3d printable hair. i was using different way to doing this but your way much easier then mine and gets better result in the end. thanks for sharing your knowlege.
i've been looking for something like this for so long. Thank you so much. This is great. Deserves more views!!
That will work for me, Thank you
Thanks! 👍
Oh you are the greatest. I am trying to do 3d-metal printed jewelry with your system. So I would like to start a hair from all vertices of a ground geometry. Would you have a suggestion how to do this? Ever so grateful!
You could start the hair on vertices using the old particle system, then convert it to curves and move on from there...
Oh thank you for the suggestion. Will try this immediately! @@TheRedWaxPolice
thank you very much for this!
but is there a way to add material to non-destructed hair?
Yes.. you apply the material as you normally would in geometry nodes, using the Set Material node..
Thanks
As soon as I add the curve circle, Blender crashes. So I don't know if this works anymore.
It still works... The crash might be a bug or something else... which blender versior are you using?
Generally, when I find a tutorial that does not have a voice narration to it, I give it a hard pass because most of the time, the tutor goes way too fast, and it is hard to follow precisely what they're doing. You, at least, slow down, indicate what function you are about to use, and the video is pretty easy to follow. So, congrats for breaking the mold, and thank you for this tutorial. :)
Not bad, but is there a way to lower how much geometry is generated by this method?
Yes... you can use the resample curve node for that
@@TheRedWaxPolice That helped immensely thank you, but the strips I now generate are still a lot of geometry along the length of the curve. i.e. each "hair" has a large amount of polygons from root to tip. Is there another way to cut it down further in that regard?
I'm attempting to greatly reduce the total poly count per hair to see how viable this is for making lower poly models to move to things like game engines as a substitute to hair cards. Right now it seems close but just too heavy on poly count with a full set of hair.
@@SigmaGuardian66 You should be able to control that with the resample curve node too..
It's a little hard to tell what's going on without seeing your setup..
@@TheRedWaxPolice I understand. I'm currenty just using a duplicate of what you made here minus the color ramp and spline nodes but with the resample curve node in-between the curve circle node and the curve to mesh node. The only variable I can change on the resample node is "count" and that affects the amount of points making up the circle around the hair strand and not the amount of polys going down the length. Hope that helps.
@@SigmaGuardian66 Okay, that resample curve node is not needed there..
The resolution of the circle can be controlled by the resolution parameter of the circle node itself..
And to control the resolution along the length of the curve you need to put that resample curve node right after the group input node..
Let me know if it's working...
Thank uuu!
How to animate this?
Using softbody physics would be one way, I think...