when i try to append the hair into a new file by bringing in the object the hair is attached to only the object loads without the curves, and if i append the specific cuves that the object appears in new file with a totaly different position and orientation, any tips how to fix this or any tips how to convert all the curves into a single object? when i try to use the join option it says no mesh data even though the geometry node is set to turn the curve into a mesh
The curves become geometry once you apply the GeoNodes Modifier. But that doesn't work outright. Here's how you need to do it: 1. Add a new cube object to the scene. 2. Create a new Geometry Nodes Setup on that cube. 3. In the GeoNode Editor 4. Disconnect the "Group Input" and "Group Output" node 5. Add the "Object Info" node 6. In the Object Selection Box of the "Object Info" node, select the hair curves object 7. Connect the green output of the "Object Info" Node to the Group Output Node. 8. Now You can apply the GeoNode Modifier of the Cube and the hair curves turn into geometry. (9). If you use multiple hair curves objects, you can combine multiple "Object Info" nodes with a "Join Geometry" Node. I usually append the surface + hair curves objects into my new file and I never had any problems with that. Hope this helps. :)
Seriously. I would love to use this new system to generate hair cards dynamically, but the way he explained how to do it seems like you have significantly less control on the size of the hair cards than just making them using the more common methods. Hoping to be proven wrong.
The length of the card is determined by the curve length and the width is determined by the value node at the bottom left. What else would you like to control? :)
@@Noggi_3D How about hair card generation? Unless this method is just flying over my head, it seems like your demonstration used a pre-made hair card for every curve. I was hoping that at least the hair cards could be generated by using clusters of the new hair curves to create unique hair cards dynamically rather than drawing them by hand, then placed on the mesh using the new curve tools. A method to convert the realistic hair layers you sculpted onto the characters into game ready hair cards would have been ideal, but that may be asking too much of this system.
best curve-hair tutorial so far for sure!!! one of the rare occasions when 27min of tutorial went like a couple of minutes, that's mean outstanding and interesting presentation manner
Thank you so much for this tutorial. This is so much better than the old particle system method; the technology behind this is insane! I still can't believe this is a free program.
dude where have you been all this time, i've been searching for a video like this in a long time, i hope you make new videos about hair and everything, just everything lol, amazing work man !
My model looks fairly decent and don't want it ruined by terrible hair, adding layer by layer makes so much sense but never occurred to me - I tried doing it as top / back / sides but it's still so unmanageable so thank you for showing your workflow :)
great vid , learnt way more then just the blender's new hair tools , learnt some base hair styling skills that could transfer to other programs and artistic mediums
duuudeee it was amazing!!! thanks for sharing all the good stuff. I jut started learning geometry nodes two days ago and when i saw how effective it is in hair system i'm just blown away! the future of all these 3d stuff we did all these year will be parametric and saves tons of space on files and more adjustable! thanks again for the great videos and looking forward to watching your next one.
As someone who has been in AAA for many years making game hair. This is so much better than Maya XD I wonder how good the map rendering is. Any suggestions?
Excellant tutorial, you covered alot! In future perhaps more in depth on styalized hair concepts please. Also how to do braids and curls. Looking forward to your next tutorial!
Excellent video as always. Johnny Matthews has a very good series on using geometry nodes to create braids, curls, etc. Perhaps you can build on the concepts shown there and illustrate making braided pony tails ?
Thank you for this! i was having alot of trouble figuring this out on my own, if you are going to make more tutorials i would love to see an example of fur on animals, sometimes it feels like the new hair system isnt worth it for that since its so hard to comb it without it going inside the mesh. thank you again!
Thank you so much for this amazing tutorial, I needed it, you explain so calmly and clearly, you are a good teacher, and it is very important for me to find a professional teacher, thank you for making such a contribution to the benefit of a society dedicated to 3D, I am glad!
Thanks so much for this tutorial! I haven't experimented with it much, but for a way to decrease the rendering time for stills, couldn't you render out different hair curves as View Layers, then render out the character, and finally composite them together? Someone with more experience could probably help me out here, but I would think that could be a viable option without having to lose the detail and density of your hair styling.
Hey dude nice videos as usual, i have some questions, when i try to apply hair curves to a model, it shows me a message saying " MISSING UV MAP FOR ATTACHING CURVES ON ORIGINAL SURFACE", DO I have to make a uv map before using this option ?
Awesome 🔥 very well explained. quick question; while combing the hair it keeps going down and entering inside the head mesh, how can I stop that please
You're one of the best channel regarding blender use! Performance wise, this method would be already useful for creating hairs for videogame characters? or in your opinion is still better to use "older" techniques like with curves? I just fear that for creating complex hairstyle this would probably kill the performance in-game.
Great work g. Hope surface collisions will be added soon to this new feature so that hair won't clip through the mesh. But we'll see where this new feature goes, huge improvement in workflow already tho
dude i just found recent your channle.. i love your tutorial. but i am just bigginer stage now.. but i will learn much from you. .thank you.. love from india
This was really clean tutorial and I refer it to all my hairdo exercises, Thankyou!! at 25:10 I really want to animate the hair curves, do you think you can make a separate video on that little section of possible animation? I tried copying the nodes exactly but didnt work for me. I dont need to simulate just want slight animation. tHANKYOUU
WOW.... Your making me feel like I got left behind... There is so much packed into this video that I would have to watch it another 50 times to get it all. hehe That said I am interested in your take on using this to do hair for CC4 (Character Creator 4).
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!
@@Noggi_3D I wouldn’t listen to him. This guy has copied and pasted this same exact comment to every video he could find about 3.3 hair. I doubt he cares about you or your content, just that his question is answered.
its difficult to understand how to convert hairs with hair cards please can you explain it in next video if possible.thanks for this video its outstanding..
I hope these curve based grooming hair styles become more integrated into future games so we can rid of texture based hair cards once and for all. Whether its done directly in an in-engine groom tool or xGen or Blender. Seemed to look nice in the UE5 Dark World demo. Not sure about performance though. Great vid.
Yeah hair is really lacking behind in games right now. I think in the near future curve based hairstyles will be more common. Or at least I hope so. :D
Awesome tutorial, but I can't find where is the distance that will let me set it so when I comb the curves not to go through the head mesh. Cuz every time I try to comb my hair, it goes through the head. I did have a distance option in particles system for comb, but in the new system this option is not there.
so these are actually hair guides you are shaping. The latest version or at least in 3.6 has 'interpolate hair curves', so in effect you are creating children hairs from the guides. So then you can use a lot less guide hairs like in xgen
11:56 I Added Reverse Curve Node and after that I didn't be able to edit my curves in sculpt Mode because brushes didn't work as I expected. Instead In Geometry Node I Added a Value of 1 to the Length parameter and divided it on desired curve radius.
Now my question might seems stupid to you guys but... In 2D there is a way to get 100% realistic hair using the Photoshop split frequency technique. In short you take the high frequency layer of perfect hair and apply it onto another image. I can't see why it wouldn't work in 3D. Not being a 3D guy myself I don't know how to do it but I'm sure it's much more realistic than anything I saw so far ON A STILL IMAGE. Since a film is only a succession of still images... OK, more details on request.
Hi! Awesome tutotial, thanks to you for this! I have just one question, please: there is some way to not get the hair inside the mesh when you're using the comb?
I'm trying to use this new hair system with a rigged mesh but no matter what I do, the hair will just not follow the rigged mesh. It's parented to it, it looks fine when the rig is at default pose. But if I move the head, the hair curves get deformed all over the place
I'm curious on whether or not we can do hair dynamics with this system or rig them, if anyone can lead me to any tutorials of that, it would be great, thanks!
Hi, thank you for the video it is the best I saw so far : D I have a question though, Is it possible to prevent hair from going inside of the head? honestly I see no much difference between sphere or projected mode
when i try to append the hair into a new file by bringing in the object the hair is attached to only the object loads without the curves, and if i append the specific cuves that the object appears in new file with a totaly different position and orientation, any tips how to fix this or any tips how to convert all the curves into a single object? when i try to use the join option it says no mesh data even though the geometry node is set to turn the curve into a mesh
The curves become geometry once you apply the GeoNodes Modifier. But that doesn't work outright. Here's how you need to do it:
1. Add a new cube object to the scene.
2. Create a new Geometry Nodes Setup on that cube.
3. In the GeoNode Editor
4. Disconnect the "Group Input" and "Group Output" node
5. Add the "Object Info" node
6. In the Object Selection Box of the "Object Info" node, select the hair curves object
7. Connect the green output of the "Object Info" Node to the Group Output Node.
8. Now You can apply the GeoNode Modifier of the Cube and the hair curves turn into geometry.
(9). If you use multiple hair curves objects, you can combine multiple "Object Info" nodes with a "Join Geometry" Node.
I usually append the surface + hair curves objects into my new file and I never had any problems with that.
Hope this helps. :)
@@Noggi_3D thank you very much for the reply that helped immensely
Finally !!
All the other tutorials were either too unclear or outdated and used harder techniques.
Works pretty well on 4.1
I like this new hair system, especially now that you don't have to use weight painting for the hairline
I didn't mind it, but this is definitely better. :)
Hands down, one of the clearest and most comprehensive tutorials on the topic I have seen, great work!
Thank you. :)
How did he add a profile to the hair strands?
Awesome!
I'd love to see more in depth geonodes for hair or sculpting in general
This is my go to hair tutorial, I've been coming back to it constantly. Great node explanation.
I was going to procrastinate today and don't do anything in blender, but now I just got to try this)
Do it! it's fun. :)
Awesome! Could you do a full video on the hair card workflow? That would be super useful.
Seriously. I would love to use this new system to generate hair cards dynamically, but the way he explained how to do it seems like you have significantly less control on the size of the hair cards than just making them using the more common methods. Hoping to be proven wrong.
Agreed!!!
The length of the card is determined by the curve length and the width is determined by the value node at the bottom left. What else would you like to control? :)
@@Noggi_3D How about hair card generation? Unless this method is just flying over my head, it seems like your demonstration used a pre-made hair card for every curve.
I was hoping that at least the hair cards could be generated by using clusters of the new hair curves to create unique hair cards dynamically rather than drawing them by hand, then placed on the mesh using the new curve tools.
A method to convert the realistic hair layers you sculpted onto the characters into game ready hair cards would have been ideal, but that may be asking too much of this system.
@@KobanWanko yes, this is what I am also looking for!
When you said Full Hairstyle Guide I thought it was just quick overview of the tool. Wtf, this is like a complete course. Thank you
It's a full hairstyle guide. ;D
best curve-hair tutorial so far for sure!!!
one of the rare occasions when 27min of tutorial went like a couple of minutes, that's mean outstanding and interesting presentation manner
Thank you. :)
Thank you so much for this tutorial. This is so much better than the old particle system method; the technology behind this is insane! I still can't believe this is a free program.
Blender 3.5 will make it even better! :D
Legit inspired by this! Who else excited about hopping into Blender 3.3?!
I was waiting for it to finally release so I don't have to hop between 3.2 and 3.3. :D
Wow, I love the idea with the gradient + object for the hair-coloring, really great tutorial! Thanks
Now I know so much about hair. I am wearing a cape backwards and sweeping the floor. Thanks Noggi!
Haha, my pleasure. :D
dude where have you been all this time, i've been searching for a video like this in a long time, i hope you make new videos about hair and everything, just everything lol, amazing work man !
kinda blown away by how simple and straightforward this was, it was definitely encouraging. Thanks man
This video is crazy... I don't know how many times i need to see it to understand everything but i already learned so much at first view. Thank you !
My model looks fairly decent and don't want it ruined by terrible hair, adding layer by layer makes so much sense but never occurred to me - I tried doing it as top / back / sides but it's still so unmanageable so thank you for showing your workflow :)
Awesome to know. My pleasure. :)
Thank you! I would like to see more node setups with explanations about what they are doing. I wouldn't mind the hair card deep dive too.
I just thought new hair tools would be fully functional in 3.5 or even 3.6 now it is in 3.3 which really surprises me a lot
Yeah, the development seemed pretty quick. :)
Oh man thanks for all this info! I'm excited to give this a try!
It's really fun to use. Have fun. :)
Thanks for the tutorial, it's much faster than any other method I came across.
great vid , learnt way more then just the blender's new hair tools , learnt some base hair styling skills that could transfer to other programs and artistic mediums
I love everything about this. Great tutorial, easy to follow. Many options explained and demonstrated well. Thank you for uploading this!
Thank you. My pleasure. :)
Дякую за свіже і цікаве відео, мої найкращі побажання автору цього каналу він майстер своєї справи!
Thank you, I appreciate it. :)
duuudeee it was amazing!!! thanks for sharing all the good stuff. I jut started learning geometry nodes two days ago and when i saw how effective it is in hair system i'm just blown away! the future of all these 3d stuff we did all these year will be parametric and saves tons of space on files and more adjustable! thanks again for the great videos and looking forward to watching your next one.
Thank you. I'm glad you like it. :)
As someone who has been in AAA for many years making game hair.
This is so much better than Maya XD
I wonder how good the map rendering is. Any suggestions?
the first video game me anxiety headaches this video fixed all of that!
Excellant tutorial, you covered alot! In future perhaps more in depth on styalized hair concepts please. Also how to do braids and curls. Looking forward to your next tutorial!
Thanks! Something I definitely want to cover in the future. :)
This looks like it’s gonna be awesome. I hope this works with Unreal Engine Metahumans
I'm glad the devs added this, it's huge
Not easy, but you make it sound like it! Very good flow in your video.
Excellent video as always.
Johnny Matthews has a very good series on using geometry nodes to create braids, curls, etc. Perhaps you can build on the concepts shown there and illustrate making braided pony tails ?
Thank you. Yeah that's definitely something I want to do in the future. Thanks for the tip. :)
Thank you for this! i was having alot of trouble figuring this out on my own, if you are going to make more tutorials i would love to see an example of fur on animals, sometimes it feels like the new hair system isnt worth it for that since its so hard to comb it without it going inside the mesh. thank you again!
Thanks for the feedback. I'll keep it in mind. :)
Blender never seazes to amaze me...
I downloaded blender 3.0 last year on my usb and have not updated it, thanks for reminding me man.
love you bro, consistently high quality reviews explained beautifully
Thank you so much for this amazing tutorial, I needed it, you explain so calmly and clearly, you are a good teacher, and it is very important for me to find a professional teacher, thank you for making such a contribution to the benefit of a society dedicated to 3D, I am glad!
Thank you! My pleasure. :)
Thanks so much for this tutorial! I haven't experimented with it much, but for a way to decrease the rendering time for stills, couldn't you render out different hair curves as View Layers, then render out the character, and finally composite them together? Someone with more experience could probably help me out here, but I would think that could be a viable option without having to lose the detail and density of your hair styling.
Yeah, that would be another good option. :)
Great video, so much information covered in a pretty understandable way.
Thank you. :)
A tuto for more complex geonode would be awesome! thanks for the video
Thank you so much for such detailed video with pipeline!
Hey dude nice videos as usual, i have some questions, when i try to apply hair curves to a model, it shows me a message saying " MISSING UV MAP FOR ATTACHING CURVES ON ORIGINAL SURFACE", DO I have to make a uv map before using this option ?
Awesome 🔥 very well explained. quick question; while combing the hair it keeps going down and entering inside the head mesh, how can I stop that please
There is not clip protection" yet but you can create something like that with a GeoNode system: czcams.com/video/lUSbJSfGoFU/video.html
I find it one of the best blender tutorials! Thanks a lot!
This is the exact type of video I've been looking for, thank you ✌😁
You gained a new subscriber, I rarely subscribe to anything but you're just awesome
Thank you. :)
Thank you very much for this tutorial, i would love to see you do tutorials on braids / curls and so on :)
I'm in the process of figuring those out. :D
You're one of the best channel regarding blender use!
Performance wise, this method would be already useful for creating hairs for videogame characters? or in your opinion is still better to use "older" techniques like with curves? I just fear that for creating complex hairstyle this would probably kill the performance in-game.
Thank you. You can create a hairstyle with hair cards with this system. That should be a good choice for game hair. :)
Can you please put the geometry node setup for dread locks on the blender market?
holy moly this is an amazing way to make hair :O
Great work g. Hope surface collisions will be added soon to this new feature so that hair won't clip through the mesh. But we'll see where this new feature goes, huge improvement in workflow already tho
Thank you for showing the new haire system ! It will definitely help me in my future porjects ! :D
Awesome! Have fun with it. :)
This video is incredibly clear and enjoyable ty!
This was awesome tutorial man! Keep up the good work.
Thanks! I appreciate it. :)
dude i just found recent your channle.. i love your tutorial. but i am just bigginer stage now.. but i will learn much from you. .thank you.. love from india
That's awesome to know. Love back from germany. :)
Amazin video !! Thanks!
That's a good overview of what we can do ^^
i think i prefer doing the card by hand, its longer but more accurate
Thank you for doing such a comprehensive vid on this 😻
My pleasure. :)
Oh jeeez I love your videos... This is nice please could you do a more detail video. This is epic
Best hair Tutorial on Blender !
YAY I have been waiting so long for this!
Hi Noggi! I would love to see a how to video on constrained hairstyles like Ponytails. Thank you for your videos!
This was really clean tutorial and I refer it to all my hairdo exercises, Thankyou!! at 25:10 I really want to animate the hair curves, do you think you can make a separate video on that little section of possible animation? I tried copying the nodes exactly but didnt work for me. I dont need to simulate just want slight animation. tHANKYOUU
Thank you, very helpful for a beginner in blender
Great tutorial. The new hair is finally really good explained. Thanx a lot
Thanks. I'm glad you like it. :)
Great tutorial 👍 very helpful tips..makes grooms really realistic
Thanks 🙏
this is wonderful thank you, i wish i understood geometry node magic but for now ill borrow
They broke my mind at the beginning, but I'm kind of getting a handle on it slowly but surely. :D
Wowowow next level brother thanks so much!!!!
My pleasure. :)
Brother how to separate curves from object to duplicate as you show in different colours ,awesome video btw
Just amazing! Thank you so much! Super useful
Lots of really good tips here.
WOW.... Your making me feel like I got left behind... There is so much packed into this video that I would have to watch it another 50 times to get it all. hehe That said I am interested in your take on using this to do hair for CC4 (Character Creator 4).
I think CC uses hair cards, correct? You can definitely do that. :)
Very clear about hair , thanks alot!
thank you ,very helpful
can you do a detailed tutorial on the dreadlock hair style? from begining to finish?
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!
Thank you! That's an interesting Idea. I'll definitely put that one on my list. :)
@@Noggi_3D I wouldn’t listen to him. This guy has copied and pasted this same exact comment to every video he could find about 3.3 hair. I doubt he cares about you or your content, just that his question is answered.
Amazing video. So many useful tips!
Hi there! Thank you so much for the great tutorial. Is there a way to make curly or wavy hair?
its difficult to understand how to convert hairs with hair cards please can you explain it in next video if possible.thanks for this video its outstanding..
I hope these curve based grooming hair styles become more integrated into future games so we can rid of texture based hair cards once and for all. Whether its done directly in an in-engine groom tool or xGen or Blender. Seemed to look nice in the UE5 Dark World demo. Not sure about performance though. Great vid.
Yeah hair is really lacking behind in games right now. I think in the near future curve based hairstyles will be more common. Or at least I hope so. :D
Awesome tutorial, but I can't find where is the distance that will let me set it so when I comb the curves not to go through the head mesh. Cuz every time I try to comb my hair, it goes through the head. I did have a distance option in particles system for comb, but in the new system this option is not there.
Thank you for this amazing lesson!
Awesome Tutorial, i learn a lot from your channel 💎
Is there a way to export the hair system sculpting as geometry obj ?
Thanks
so these are actually hair guides you are shaping. The latest version or at least in 3.6 has 'interpolate hair curves', so in effect you are creating children hairs from the guides. So then you can use a lot less guide hairs like in xgen
i want a 32 hour version of this video
Possibly in the future. :)
Woah, great video mate!
11:56 I Added Reverse Curve Node and after that I didn't be able to edit my curves in sculpt Mode because brushes didn't work as I expected. Instead In Geometry Node I Added a Value of 1 to the Length parameter and divided it on desired curve radius.
For some reason the "reverse curve" node also reverses where the brush affects the curves. You can use your method or use 2 "reverse curve" nodes. :)
Now my question might seems stupid to you guys but... In 2D there is a way to get 100% realistic hair using the Photoshop split frequency technique. In short you take the high frequency layer of perfect hair and apply it onto another image. I can't see why it wouldn't work in 3D. Not being a 3D guy myself I don't know how to do it but I'm sure it's much more realistic than anything I saw so far ON A STILL IMAGE. Since a film is only a succession of still images... OK, more details on request.
Maybe. I would need to dive deeper into that. Would you apply it to the final render or to the hair cards in 3D? :o
Doing verry well so far. Great Video!
Thanks. :D
Hi! Awesome tutotial, thanks to you for this! I have just one question, please: there is some way to not get the hair inside the mesh when you're using the comb?
Johnny Matthews made a video about that. Maybe Blender 3.5 added a setting for that as well. :)
Thank you! That was a great tutorial!
for some reason, the thickness of the hair does not change, I change the value of the node, but nothing happens :(
Great tutorial. Thank you for sharing.
I'm trying to use this new hair system with a rigged mesh but no matter what I do, the hair will just not follow the rigged mesh. It's parented to it, it looks fine when the rig is at default pose. But if I move the head, the hair curves get deformed all over the place
Might be an issue with the "Deform Curves on Surface" modifier. Is it the last modifier in the modifier stack?
Excellent tutorial, thanks!
WoW! This system looks amazing!
It is! :D
I just gave the default cube a hair do, lol
Thank you so much for this amazing tutorial,here a questions,why the hair don't follow the bone?
I'm curious on whether or not we can do hair dynamics with this system or rig them, if anyone can lead me to any tutorials of that, it would be great, thanks!
That'll probably be possible with simulation nodes in the future. :)
@@Noggi_3D that's what I thought !! however i'll stick to the particle system for now
Hi, thank you for the video it is the best I saw so far : D I have a question though, Is it possible to prevent hair from going inside of the head? honestly I see no much difference between sphere or projected mode
Johnny Matthews made a video about that, which you can check out. :)