I notice a lot of folks think this is too complicated. While you probably need the geo nodes for very advanced stuff, and this is a great intro to that--most of the "nodes" he's using, you don't have to know how to wire them up. If you open an asset browser, the common ones are there as presets under "Hair." And you simply drag them onto the hair curves object in the viewport, and set their properties in the properties window on the right. That said, 22 minutes in is GOLD for me.... That hair parting has been driving me so nuts that I feel I may lose my real hair. Thanks!
I tried several add-ons, the point is always the same: to control those damned hair and place them where you want in the shape you want... it looks as if they refuse to follow your sculpting!!
I discovered a pair of tips, after many experiments... 1) you need to set very subdivided hair curves to handle them (and need a very powerful GPU to calculate); 2) better not to set the hair collision because you can't set its parameters and when activated it prevents you to do a decent combing...
@antgib When the hair are curves, just use the point selection and id to omitt the root nodes, and then use a set position with randomise etc to simulate hair movement, to much to explain here. Look for the tenticle geo node example on yt, same idea. Plenty of example on animating curves with Geo nodes, and not too terifying honest.
@@tjcarr70 Thanks for the info, I'll do a bit of a search and see what I can find. I do expect however we maybe talking about different levels of animation. This sounds like something that would work for say some random hair movement in a breeze, while I'm really looking for full character animation/simulation with 'art direction' controls and ability to easily fix any minor errors like mesh clipping, etc.
Hi. Thank you for the video. I have created a 'cap' by shift D duplicating some of the topology on the original mesh and separating it. Then when I add the hair system, the hair adds as planes (or so it appears) instead of hairs. This doesn't happen when I add hair to other objects. I've tried clearing all parenting and making sure the object origin is squared away. I even added a solidify modifier to the new geometry. I'm sure it's something simple I'm overlooking. Any ideas? Thank you, anyone, for your help.
Perhaps in this new scheme, it is necessary to specify the part of the hair created by the user. For example, divided into base hair, overal hair, front hair, back hair, additional hair and other sections. This means that each part can be developed separately with certain modes such as free-hand hair mode or procedural hair mode. While the texture of each part of the hair consists of several layers, for example the default and highlight textures, let's say there are 2-3 layers that can be made specific textures according to the shading and character of the hair. Also, don't forget that making bones in the hair is a very important part of growing hair. Especially when the hair will be used to follow the body animation movement (motion capture) or the direction of the wind blowing at that time. This is so that users can easily regenerate the bone structure of the hair that they want to move dynamically, as well as parts of the hair that are constant (not moving following body movements or blowing wind). That's just a suggestion.
I was able to follow along easily until the area talking about separating colors. Lots of details missing and it got super complicated. I think this tool is amazing but unless you are a tech artist this is way too complicated. I think there needs to be more user friendly tools made to get results like this demo but with just a few clicks.
Bystedt is an amazing technical artist but not that amazing when teaching. Blender devs need to come up with an "artist friendly" way of doing this, this way is too convoluted. Also, while I get that geometry nodes are amazing, I also feel like they are forcing us to swallow them a bit. It looks like soon everything will depend on GN and will be oriented towards technical artists
We are so lucky to have you in our team, Daniel! ❤🔥💪
I notice a lot of folks think this is too complicated. While you probably need the geo nodes for very advanced stuff, and this is a great intro to that--most of the "nodes" he's using, you don't have to know how to wire them up. If you open an asset browser, the common ones are there as presets under "Hair." And you simply drag them onto the hair curves object in the viewport, and set their properties in the properties window on the right.
That said, 22 minutes in is GOLD for me.... That hair parting has been driving me so nuts that I feel I may lose my real hair. Thanks!
I can't believe how hard it is make a simple style of Hair, it´s a hell
I tried several add-ons, the point is always the same: to control those damned hair and place them where you want in the shape you want... it looks as if they refuse to follow your sculpting!!
the new hair system is very new and it's not full fledged yet
I discovered a pair of tips, after many experiments... 1) you need to set very subdivided hair curves to handle them (and need a very powerful GPU to calculate); 2) better not to set the hair collision because you can't set its parameters and when activated it prevents you to do a decent combing...
40:00 - I've never seen someone explaining a hair threshold as clearly as this video. Thank you, Daniel! Great conference!
Wow! So much information 😵💫
thank you for all your tutorials they are awesome!
And then comes the next challenge, animating it.
In the previous conference, Cube Creative, they said this is only animate-able using Lattices. And only 1 lattice per "hair curve object". 😥
So not really an option then for the most part. Guess we just have to wait for full simulation nodes to be added.
Look at the bgen flow and bgen groom addon, there is a solution for simulating geonode hair curves
@antgib When the hair are curves, just use the point selection and id to omitt the root nodes, and then use a set position with randomise etc to simulate hair movement, to much to explain here. Look for the tenticle geo node example on yt, same idea. Plenty of example on animating curves with Geo nodes, and not too terifying honest.
@@tjcarr70 Thanks for the info, I'll do a bit of a search and see what I can find. I do expect however we maybe talking about different levels of animation. This sounds like something that would work for say some random hair movement in a breeze, while I'm really looking for full character animation/simulation with 'art direction' controls and ability to easily fix any minor errors like mesh clipping, etc.
very easy to follow along. Great speech!
Hi. Thank you for the video. I have created a 'cap' by shift D duplicating some of the topology on the original mesh and separating it. Then when I add the hair system, the hair adds as planes (or so it appears) instead of hairs. This doesn't happen when I add hair to other objects. I've tried clearing all parenting and making sure the object origin is squared away. I even added a solidify modifier to the new geometry. I'm sure it's something simple I'm overlooking. Any ideas? Thank you, anyone, for your help.
Perhaps in this new scheme, it is necessary to specify the part of the hair created by the user. For example, divided into base hair, overal hair, front hair, back hair, additional hair and other sections. This means that each part can be developed separately with certain modes such as free-hand hair mode or procedural hair mode. While the texture of each part of the hair consists of several layers, for example the default and highlight textures, let's say there are 2-3 layers that can be made specific textures according to the shading and character of the hair. Also, don't forget that making bones in the hair is a very important part of growing hair. Especially when the hair will be used to follow the body animation movement (motion capture) or the direction of the wind blowing at that time. This is so that users can easily regenerate the bone structure of the hair that they want to move dynamically, as well as parts of the hair that are constant (not moving following body movements or blowing wind). That's just a suggestion.
It's a pity that Daniel didn't show the "snap hair to parting edges" node tree
This was great, thanks!
Sem enrolação e bem explicado!
Thank you blender
I was able to follow along easily until the area talking about separating colors. Lots of details missing and it got super complicated. I think this tool is amazing but unless you are a tech artist this is way too complicated. I think there needs to be more user friendly tools made to get results like this demo but with just a few clicks.
doesn't he use a lot of his own nodes? I want to try it later, but I'm afraid I wouldn't have all the options to select when following along
Yeah, I couldn't agree more. Great guy, great tool, great lecture, but unnecessarily complicated.
how does he draw annotations on the ui, how can he slap? :o
How do I bake haircards?
Please change the texture interface like substance painter... Learning texture seems to be a tedious task by looking at it
im also using substance because of the layer system and the filters and some other good things. But i will be happy if blender improve these things
From the thumbnail I thought: They did it it. Human face generator using geometry nodes! 😂😂
Bystedt is an amazing technical artist but not that amazing when teaching. Blender devs need to come up with an "artist friendly" way of doing this, this way is too convoluted. Also, while I get that geometry nodes are amazing, I also feel like they are forcing us to swallow them a bit. It looks like soon everything will depend on GN and will be oriented towards technical artists
Agreed I've been ignoring geometry nodes and focusing on hair tool. It's a much smoother experience. I'm not really interested in coding hair
Please does anyone know how to make braided hair with the new hair system? Like African braided hair?
Amazing analysis, but seems too twiddly and nerdy for a moron like me.
yo is that tekashi69 as a 3d model??
Too complicated!
Scarry
TAKE A DRINK EVERY TIME HE LOUDLY BREATHES IN
So cheap and unrealistic compared to Xgen/Yeti/Ornatrix...
copium