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.
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!
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 🙂
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!
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.
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.
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
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
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.
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: czcams.com/video/gCQN5vNgHiI/video.html
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.
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.
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
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.
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.
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.
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?
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?
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?
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.
Anybody else tried to pose/animate hair curves? I have a scheme worked out. Not sure if CZcams will let me post the name of the place where I’ll be describing it.
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
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.
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.
thank you dude!!!!!!!!!!
@@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!
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!
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.
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!
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.
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
How in the heck did you do that search at 0:15?
fr tf is that
More hair videos!!!! Iovveee how easy you make it thank you so much ❤
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.
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
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
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.
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: czcams.com/video/gCQN5vNgHiI/video.html
So the hair system is only good for still renders and for animated characters i still have to use the particle hair?
what did you press to bring up the quick fur thing damn!
Amazing tutorial! Thank you for sharing your knowledge!!
Great video, by the way. How can I implement hair dynamics so that it behaves according to gravity, wind, turbulence, etc.?
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
wait how do u get the quick fur again?
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.
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
okay but.. how do you put the geometry nodes in a CURVE???
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 we simulate geometry nodes hair ???
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.
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 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?
Very nice! Is this character available in any of your resource packs on gumroad/blender market?
1:26 You can’t add an armature to a Hair Curves object.
Can you simulate the hair/fur when using this technique?
How it could be animate the hair assets?
the character looks fed up, as if he was forced to do the tutorial. lol
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.
Can you export these as alembic files??
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. czcams.com/video/DhNmKw-oM7E/video.html
Is possible change need change the curve radius profile whit a weight pain or texture map?. Please i need heeelp! T.T
How can I use this new hair system in an animation production? How do I do a physical simulation with this new system?
Anyone found a way to have the hair follow mesh deformations? With shape keys specifically instead of a rig
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?
very helpfull thanks! how do you deal with the mouth animation not going trough the hair? shape keys?
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
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?
Is hair simulation/dynamics planned for the near future?
my characters fur is inside the skin but the normals are the proper direction
Why is it that when I add interpolate hair curves, blender runs very slow? Any solution for that?
For some reason when doing a mask for the Trim modifier it isn't working...
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.
how can i animate, simulate hair?
Anybody else tried to pose/animate hair curves?
I have a scheme worked out. Not sure if CZcams will let me post the name of the place where I’ll be describing it.
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.
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: czcams.com/video/aZwWT1l44Ss/video.html&ab_channel=Noggi
Didn’t know this was a thing 😫😫
Where did you get the hair assets? They look amazing!
They're part of Blender.
Do you know how to see them in blender
Will this port to Unreal?
Damn tutorials, nothing works! As usual! :D
What key did you press in 0:12?
F3
Thank you for the tutorial. It's really good.
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.
I can't see my hair in render...
The content in your videos is fantastic, but the “go ahead and” every other sentence is… a lot.
Can we name him Fozzy? :)
how did you bring up the window, that allowed you to "just" click quick fur?
Try pressing F3 or fn+F3